Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_saves ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around (bool force_3d=false)
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero, bool force_3d=false)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_type gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset (std::function< void(std::string)> out)
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm, bool pump_events=false)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm, bool pump_events=false)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (point p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void toggle_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult, Creature *source)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, point mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, point cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (point delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen = nullptr
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 769 of file game.h.

769 : int {
770 CHANGE_TAB,
771 QUIT,
772 FIRE, // Who knew, apparently you can do that in list_monsters
773 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 298 of file game.cpp.

298 :
300 scent_ptr( *this ),
303 m( *map_ptr ),
304 u( *u_ptr ),
305 scent( *scent_ptr ),
307 uquit( QUIT_NO ),
308 new_game( false ),
310 mostseen( 0 ),
313 next_npc_id( 1 ),
314 next_mission_id( 1 ),
318 seed( 0 ),
319 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
320{
328 world_generator = std::make_unique<worldfactory>();
329 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
330 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
331}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1023
pimpl< spell_events > spell_events_ptr
Definition: game.h:958
safe_mode_type safe_mode
Definition: game.h:1020
bool safe_mode_warning_logged
Definition: game.h:1034
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:952
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1068
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:978
event_bus & events()
Definition: game.cpp:2700
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:954
character_id next_npc_id
Definition: game.h:1036
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:956
void reset_light_level()
Definition: game.cpp:3544
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:957
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1025
pimpl< map > map_ptr
Definition: game.h:947
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1051
pimpl< live_view > liveview_ptr
Definition: game.h:949
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:955
pimpl< scent_map > scent_ptr
Definition: game.h:951
timed_event_manager & timed_events
Definition: game.h:966
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1063
int next_mission_id
Definition: game.h:1038
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:980
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:959
map & m
Definition: game.h:963
avatar & u
Definition: game.h:964
scent_map & scent
Definition: game.h:965
int user_action_counter
Definition: game.h:1057
live_view & liveview
Definition: game.h:950
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1060
pimpl< avatar > u_ptr
Definition: game.h:948
time_point remoteveh_cache_time
Definition: game.h:1044
static void achievement_attained(const achievement *a)
Definition: game.cpp:291
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:32
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11784 of file game.cpp.

11785{
11786 //If player is sleeping, get a dream from a carried artifact
11787 //Don't need to check that player is sleeping here, that's done before calling
11788 std::vector<item *> art_items = u.items_with( []( const item & it ) -> bool {
11789 return it.is_artifact();
11790 } );
11791 std::vector<item *> valid_arts;
11792 std::vector<std::vector<std::string>>
11793 valid_dreams; // Tracking separately so we only need to check its req once
11794 //Pull the list of dreams
11795 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11796 for( auto &it : art_items ) {
11797 //Pick only the ones with an applicable dream
11799 if( art && art->charge_req != ACR_NULL &&
11800 ( it->ammo_remaining() < it->ammo_capacity() ||
11801 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11802 add_msg( m_debug, "Checking artifact %s", it->tname() );
11803 if( check_art_charge_req( *it ) ) {
11804 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11805 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11806 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11807 valid_arts.push_back( it );
11808 valid_dreams.push_back( art->dream_msg_met );
11809 }
11810 } else {
11811 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11812 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11813 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11814 valid_arts.push_back( it );
11815 valid_dreams.push_back( art->dream_msg_unmet );
11816 }
11817 }
11818 }
11819 }
11820 if( !valid_dreams.empty() ) {
11821 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11822 const int selected = rng( 0, valid_arts.size() - 1 );
11823 auto it = valid_arts[selected];
11824 auto msg = random_entry( valid_dreams[selected] );
11825 const std::string &dream = string_format( _( msg ), it->tname() );
11826 add_msg( dream );
11827 } else {
11828 add_msg( m_debug, "Didn't have any dreams, sorry" );
11829 }
11830}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
Definition: item.h:211
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7382
bool is_artifact() const
Definition: item.cpp:6963
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7409
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4554
const itype * type
Definition: item.h:2157
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
@ m_debug
Definition: enums.h:271
bool check_art_charge_req(item &it)
Definition: game.cpp:11487
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:866
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), item::ammo_capacity(), item::ammo_remaining(), itype::artifact, check_art_charge_req(), item::is_artifact(), visitable< T >::items_with(), m_debug, random_entry(), rng(), string_format(), item::tname(), item::type, u, and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11606 of file game.cpp.

11607{
11608 int net_str = 0;
11609 int net_dex = 0;
11610 int net_per = 0;
11611 int net_int = 0;
11612 int net_speed = 0;
11613
11614 for( auto &i : effects ) {
11615 switch( i ) {
11616 case AEP_STR_UP:
11617 net_str += 4;
11618 break;
11619 case AEP_DEX_UP:
11620 net_dex += 4;
11621 break;
11622 case AEP_PER_UP:
11623 net_per += 4;
11624 break;
11625 case AEP_INT_UP:
11626 net_int += 4;
11627 break;
11628 case AEP_ALL_UP:
11629 net_str += 2;
11630 net_dex += 2;
11631 net_per += 2;
11632 net_int += 2;
11633 break;
11634 case AEP_STR_DOWN:
11635 net_str -= 3;
11636 break;
11637 case AEP_DEX_DOWN:
11638 net_dex -= 3;
11639 break;
11640 case AEP_PER_DOWN:
11641 net_per -= 3;
11642 break;
11643 case AEP_INT_DOWN:
11644 net_int -= 3;
11645 break;
11646 case AEP_ALL_DOWN:
11647 net_str -= 2;
11648 net_dex -= 2;
11649 net_per -= 2;
11650 net_int -= 2;
11651 break;
11652
11653 case AEP_SPEED_UP:
11654 net_speed += 20;
11655 break;
11656 case AEP_SPEED_DOWN:
11657 net_speed -= 20;
11658 break;
11659
11660 case AEP_PBLUE:
11661 break; // No message
11662
11663 case AEP_SNAKES:
11664 add_msg( m_warning, _( "Your skin feels slithery." ) );
11665 break;
11666
11667 case AEP_INVISIBLE:
11668 add_msg( m_good, _( "You fade into invisibility!" ) );
11669 break;
11670
11671 case AEP_CLAIRVOYANCE:
11673 add_msg( m_good, _( "You can see through walls!" ) );
11674 break;
11675
11677 add_msg( m_good, _( "You can see through everything!" ) );
11678 break;
11679
11680 case AEP_STEALTH:
11681 add_msg( m_good, _( "Your steps stop making noise." ) );
11682 break;
11683
11684 case AEP_GLOW:
11685 add_msg( _( "A glow of light forms around you." ) );
11686 break;
11687
11688 case AEP_PSYSHIELD:
11689 add_msg( m_good, _( "Your mental state feels protected." ) );
11690 break;
11691
11693 add_msg( m_good, _( "You feel insulated." ) );
11694 break;
11695
11696 case AEP_CARRY_MORE:
11697 add_msg( m_good, _( "Your back feels strengthened." ) );
11698 break;
11699
11700 case AEP_FUN:
11701 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11702 break;
11703
11704 case AEP_HUNGER:
11705 add_msg( m_warning, _( "You feel hungry." ) );
11706 break;
11707
11708 case AEP_THIRST:
11709 add_msg( m_warning, _( "You feel thirsty." ) );
11710 break;
11711
11712 case AEP_EVIL:
11713 add_msg( m_warning, _( "You feel an evil presence…" ) );
11714 break;
11715
11716 case AEP_SCHIZO:
11717 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11718 break;
11719
11720 case AEP_RADIOACTIVE:
11721 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11722 break;
11723
11724 case AEP_MUTAGENIC:
11725 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11726 break;
11727
11728 case AEP_ATTENTION:
11729 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11730 break;
11731
11732 case AEP_FORCE_TELEPORT:
11733 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11734 break;
11735
11736 case AEP_MOVEMENT_NOISE:
11737 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11738 break;
11739
11740 case AEP_BAD_WEATHER:
11741 add_msg( m_warning, _( "You feel storms coming." ) );
11742 break;
11743
11744 case AEP_SICK:
11745 add_msg( m_bad, _( "You feel unwell." ) );
11746 break;
11747
11748 case AEP_SMOKE:
11749 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11750 break;
11751 default:
11752 //Suppress warnings
11753 break;
11754 }
11755 }
11756
11757 std::string stat_info;
11758 if( net_str != 0 ) {
11759 stat_info += string_format( _( "Str %s%d! " ),
11760 ( net_str > 0 ? "+" : "" ), net_str );
11761 }
11762 if( net_dex != 0 ) {
11763 stat_info += string_format( _( "Dex %s%d! " ),
11764 ( net_dex > 0 ? "+" : "" ), net_dex );
11765 }
11766 if( net_int != 0 ) {
11767 stat_info += string_format( _( "Int %s%d! " ),
11768 ( net_int > 0 ? "+" : "" ), net_int );
11769 }
11770 if( net_per != 0 ) {
11771 stat_info += string_format( _( "Per %s%d! " ),
11772 ( net_per > 0 ? "+" : "" ), net_per );
11773 }
11774
11775 if( !stat_info.empty() ) {
11776 add_msg( m_neutral, stat_info );
11777 }
11778
11779 if( net_speed != 0 ) {
11780 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11781 }
11782}
@ m_good
Definition: enums.h:260
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
@ m_warning
Definition: enums.h:264
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 2995 of file game.cpp.

2996{
2997 draw_callbacks.erase(
2998 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
2999 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3000 return cbw.expired();
3001 } ),
3002 draw_callbacks.end()
3003 );
3004 draw_callbacks.emplace_back( cb );
3005 cb->added = true;
3007}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:2960
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:225
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1874 of file game.cpp.

1875{
1876 follower_ids.insert( id );
1877 u.follower_ids.insert( id );
1878}
std::set< character_id > follower_ids
Definition: game.h:1039
std::set< character_id > follower_ids
Definition: player.h:261

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 11942 of file game.cpp.

11943{
11944 return Creature_range( *this );
11945}
friend class Creature_range
Definition: game.h:334

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 11947 of file game.cpp.

11948{
11949 return monster_range( *this );
11950}
friend class monster_range
Definition: game.h:333

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 11952 of file game.cpp.

11953{
11954 return npc_range( *this );
11955}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11856 of file game.cpp.

11857{
11858 return get_npcs_if( [&]( const npc & guy ) {
11859 if( !guy.is_hallucination() ) {
11860 return guy.is_ally( g->u );
11861 } else {
11862 return false;
11863 }
11864 } );
11865}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:11879
Definition: npc.h:744
bool is_hallucination() const override
Definition: npc.cpp:3285

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1862 of file game.cpp.

1863{
1864 int ret = next_mission_id;
1866 return ret;
1867}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3552 of file game.cpp.

3553{
3555 ++next_npc_id;
3556 return ret;
3557}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1661 of file game.cpp.

1662{
1663 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1664 vehicle *&v = veh.v;
1665 if( v->is_following ) {
1666 v->drive_to_local_target( m.getabs( u.pos() ), true );
1667 } else if( v->is_patrolling ) {
1668 v->autopilot_patrol();
1669 }
1670 }
1671}
const tripoint & pos() const override
Definition: character.cpp:587
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8304
VehicleList get_vehicles()
Definition: map.cpp:295
A vehicle as a whole with all its components.
Definition: vehicle.h:676
void autopilot_patrol()
Definition: vehicle.cpp:702
bool is_following
Definition: vehicle.h:2008
bool is_patrolling
Definition: vehicle.h:2009
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:817

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11273 of file game.cpp.

11274{
11275 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11276 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11277 return;
11278 }
11279 quicksave(); //Driving checks are handled by quicksave()
11280}
time_t last_save_timestamp
Definition: game.h:1041
void quicksave()
Definition: game.cpp:11228
@ time
Recharges slowly with time.

References last_save_timestamp, quicksave(), and time.

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8269 of file game.cpp.

8270{
8271 static const std::string salvage_string = "salvage";
8272 if( u.controlling_vehicle ) {
8273 add_msg( m_info, _( "You can't butcher while driving!" ) );
8274 return;
8275 }
8276
8277 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8278 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8279 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8280 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8281
8282 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8283 if( m.has_flag( "SEALED", u.pos() ) ) {
8284 if( m.sees_some_items( u.pos(), u ) ) {
8285 add_msg( m_info, _( "You can't access the items here." ) );
8286 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8287 add_msg( m_info, no_corpse_msg );
8288 } else {
8289 add_msg( m_info, no_knife_msg );
8290 }
8291 return;
8292 }
8293
8294 const item *first_item_without_tools = nullptr;
8295 // Indices of relevant items
8296 std::vector<map_stack::iterator> corpses;
8297 std::vector<map_stack::iterator> disassembles;
8298 std::vector<map_stack::iterator> salvageables;
8299 map_stack items = m.i_at( u.pos() );
8300 const inventory &crafting_inv = u.crafting_inventory();
8301
8302 // TODO: Properly handle different material whitelists
8303 // TODO: Improve quality of this section
8304 auto salvage_filter = []( item it ) {
8305 const auto usable = it.get_usable_item( salvage_string );
8306 return usable != nullptr;
8307 };
8308
8309 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8310 int salvage_tool_index = INT_MIN;
8311 item *salvage_tool = nullptr;
8312 const salvage_actor *salvage_iuse = nullptr;
8313 if( !salvage_tools.empty() ) {
8314 salvage_tool = salvage_tools.front();
8315 salvage_tool_index = u.get_item_position( salvage_tool );
8316 item *usable = salvage_tool->get_usable_item( salvage_string );
8317 salvage_iuse = dynamic_cast<const salvage_actor *>(
8318 usable->get_use( salvage_string )->get_actor_ptr() );
8319 }
8320
8321 // Reserve capacity for each to hold entire item set if necessary to prevent
8322 // reallocations later on
8323 corpses.reserve( items.size() );
8324 salvageables.reserve( items.size() );
8325 disassembles.reserve( items.size() );
8326
8327 // Split into corpses, disassemble-able, and salvageable items
8328 // It's not much additional work to just generate a corpse list and
8329 // clear it later, but does make the splitting process nicer.
8330 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8331 if( it->is_corpse() ) {
8332 corpses.push_back( it );
8333 } else {
8334 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8335 salvageables.push_back( it );
8336 }
8337 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8338 disassembles.push_back( it );
8339 } else if( !first_item_without_tools ) {
8340 first_item_without_tools = &*it;
8341 }
8342 }
8343 }
8344
8345 // Clear corpses if butcher and dissect factors are INT_MIN
8346 if( factor == INT_MIN && factorD == INT_MIN ) {
8347 corpses.clear();
8348 }
8349
8350 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8351 if( factor > INT_MIN || factorD > INT_MIN ) {
8352 add_msg( m_info, no_corpse_msg );
8353 } else {
8354 add_msg( m_info, no_knife_msg );
8355 }
8356
8357 if( first_item_without_tools ) {
8358 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8359 // Just for the "You need x to disassemble y" messages
8360 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8361 if( !ret.success() ) {
8362 add_msg( m_info, "%s", ret.c_str() );
8363 }
8364 }
8365 return;
8366 }
8367
8368 Creature *hostile_critter = is_hostile_very_close();
8369 if( hostile_critter != nullptr ) {
8370 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8371 hostile_critter->disp_name() ) ) {
8372 return;
8373 }
8374 }
8375
8376 // Magic indices for special butcher options
8377 enum : int {
8378 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8379 MULTIBUTCHER,
8380 MULTIDISASSEMBLE_ONE,
8381 MULTIDISASSEMBLE_ALL,
8382 NUM_BUTCHER_ACTIONS
8383 };
8384 // What are we butchering (i.e.. which vector to pick indices from)
8385 enum {
8386 BUTCHER_CORPSE,
8387 BUTCHER_DISASSEMBLE,
8388 BUTCHER_SALVAGE,
8389 BUTCHER_OTHER // For multisalvage etc.
8390 } butcher_select = BUTCHER_CORPSE;
8391 // Index to std::vector of iterators...
8392 int indexer_index = 0;
8393
8394 // Generate the indexed stacks so we can display them nicely
8395 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8396 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8397 // Always ask before cutting up/disassembly, but not before butchery
8398 size_t ret = 0;
8399 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8400 uilist kmenu;
8401 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8402
8403 size_t i = 0;
8404 // Add corpses, disassembleables, and salvagables to the UI
8405 add_corpses( kmenu, corpses, i );
8406 add_disassemblables( kmenu, disassembly_stacks, i );
8407 if( salvage_iuse && !salvageables.empty() ) {
8408 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8409 }
8410
8411 if( corpses.size() > 1 ) {
8412 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8413 }
8414 if( disassembles.size() > 1 ) {
8415 int time_to_disassemble = 0;
8416 int time_to_disassemble_all = 0;
8417 for( const auto &stack : disassembly_stacks ) {
8418 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8419 time_to_disassemble += time;
8420 time_to_disassemble_all += time * stack.second;
8421 }
8422
8423 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8424 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8425 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8426 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8427 }
8428 if( salvage_iuse && salvageables.size() > 1 ) {
8429 int time_to_salvage = 0;
8430 for( const auto &stack : salvage_stacks ) {
8431 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8432 }
8433
8434 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8435 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8436 }
8437
8438 kmenu.query();
8439
8440 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8441 return;
8442 }
8443
8444 ret = static_cast<size_t>( kmenu.ret );
8445 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8446 butcher_select = BUTCHER_OTHER;
8447 indexer_index = ret;
8448 } else if( ret < corpses.size() ) {
8449 butcher_select = BUTCHER_CORPSE;
8450 indexer_index = ret;
8451 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8452 butcher_select = BUTCHER_DISASSEMBLE;
8453 indexer_index = ret - corpses.size();
8454 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8455 butcher_select = BUTCHER_SALVAGE;
8456 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8457 } else {
8458 debugmsg( "Invalid butchery index: %d", ret );
8459 return;
8460 }
8461 }
8462
8463 if( !u.has_morale_to_craft() ) {
8464 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8465 add_msg( m_info,
8466 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8467 } else {
8468 add_msg( m_info,
8469 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8470 }
8471 return;
8472 }
8473 const auto helpers = character_funcs::get_crafting_helpers( u );
8474 for( const npc *np : helpers ) {
8475 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8476 }
8477 switch( butcher_select ) {
8478 case BUTCHER_OTHER:
8479 switch( indexer_index ) {
8480 case MULTISALVAGE:
8481 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8482 break;
8483 case MULTIBUTCHER:
8484 butcher_submenu( corpses );
8485 for( map_stack::iterator &it : corpses ) {
8486 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8487 }
8488 break;
8489 case MULTIDISASSEMBLE_ONE:
8490 crafting::disassemble_all( u, false );
8491 break;
8492 case MULTIDISASSEMBLE_ALL:
8494 break;
8495 default:
8496 debugmsg( "Invalid butchery type: %d", indexer_index );
8497 return;
8498 }
8499 break;
8500 case BUTCHER_CORPSE: {
8501 butcher_submenu( corpses, indexer_index );
8502 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8503 }
8504 break;
8505 case BUTCHER_DISASSEMBLE: {
8506 // Pick index of first item in the disassembly stack
8507 item *const target = &*disassembly_stacks[indexer_index].first;
8509 }
8510 break;
8511 case BUTCHER_SALVAGE: {
8512 if( !salvage_iuse || !salvage_tool ) {
8513 debugmsg( "null salve_iuse or salvage_tool" );
8514 } else {
8515 // Pick index of first item in the salvage stack
8516 item *const target = &*salvage_stacks[indexer_index].first;
8517 item_location item_loc( map_cursor( u.pos() ), target );
8518 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8519 }
8520 }
8521 break;
8522 }
8523}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:246
player_activity activity
Definition: character.h:1541
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2325
bool has_morale_to_craft() const
Definition: crafting.cpp:336
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:554
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9145
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3566
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7969
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7943
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2351
map_stack i_at(const tripoint &p)
Definition: map.cpp:4118
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4764
std::vector< item_location > targets
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:61
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:962
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8119
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8077
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8098
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8030
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8065
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
std::vector< npc * > get_crafting_helpers(const Character &who, int max)
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1877
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2061
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2072
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:315
string_id< quality > quality_id
Definition: type_id.h:184

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), character_funcs::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1241 of file game.cpp.

1242{
1243 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1245 return;
1246 }
1247 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1248 const int light_sight_range = u.sight_range( g_light_level );
1249 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1250
1251 // The maximal offset will leave at least this many tiles
1252 // between the PC and the edge of the main window.
1253 static const int border_range = 2;
1254 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1255 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1256
1257 // velocity at or below this results in no offset at all
1258 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1259 // velocity at or above this results in maximal offset
1260 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1262 float velocity = veh->velocity;
1263 rl_vec2d offset = veh->move_vec();
1264 if( !veh->skidding && veh->player_in_control( u ) &&
1265 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1266 // Use the cruise controlled velocity, but only if
1267 // it is not too different from the actual velocity.
1268 // The actual velocity changes too often (see above slowdown).
1269 // Using it makes would make the offset change far too often.
1270 offset = veh->face_vec();
1271 velocity = veh->cruise_velocity;
1272 }
1273 float rel_offset;
1274 if( std::fabs( velocity ) < min_offset_vel ) {
1275 rel_offset = 0;
1276 } else if( std::fabs( velocity ) > max_offset_vel ) {
1277 rel_offset = ( velocity > 0 ) ? 1 : -1;
1278 } else {
1279 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1280 }
1281 // Squeeze into the corners, by making the offset vector longer,
1282 // the PC is still in view as long as both offset.x and
1283 // offset.y are <= 1
1284 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1285 offset.y /= std::fabs( offset.x );
1286 offset.x = ( offset.x > 0 ) ? +1 : -1;
1287 } else if( std::fabs( offset.y ) > 0.2 ) {
1288 offset.x /= std::fabs( offset.y );
1289 offset.y = offset.y > 0 ? +1 : -1;
1290 }
1291 offset.x *= rel_offset;
1292 offset.y *= rel_offset;
1293 offset.x *= max_offset.x;
1294 offset.y *= max_offset.y;
1295 // [ ----@---- ] sight=6
1296 // [ --@------ ] offset=2
1297 // [ -@------# ] offset=3
1298 // can see sights square in every direction, total visible area is
1299 // (2*sight+1)x(2*sight+1), but the window is only
1300 // getmaxx(w_terrain) x getmaxy(w_terrain)
1301 // The area outside of the window is maxoff (sight-getmax/2).
1302 // If that value is <= 0, the whole visible area fits the window.
1303 // don't apply the view offset at all.
1304 // If the offset is > maxoff, only apply at most maxoff, everything
1305 // above leads to invisible area in front of the car.
1306 // It will display (getmax/2+offset) squares in one direction and
1307 // (getmax/2-offset) in the opposite direction (centered on the PC).
1308 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1309 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1310 if( maxoff.x <= 0 ) {
1311 offset.x = 0;
1312 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1313 offset.x = maxoff.x;
1314 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1315 offset.x = -maxoff.x;
1316 }
1317 if( maxoff.y <= 0 ) {
1318 offset.y = 0;
1319 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1320 offset.y = maxoff.y;
1321 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1322 offset.y = -maxoff.y;
1323 }
1324
1325 // Turn the offset into a vector that increments the offset toward the desired position
1326 // instead of setting it there instantly, should smooth out jerkiness.
1327 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1328
1329 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1330 ( offset_difference.y < 0 ) ? -1 : 1 );
1331 // Shift the current offset in the direction of the calculated offset by one tile
1332 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1333 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1334 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1335 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1336 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1337
1338 set_driving_view_offset( point( offset.x, offset.y ) );
1339}
int posz() const override
Definition: character.h:792
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:592
point driving_view_offset
Definition: game.h:997
catacurses::window w_terrain
Definition: game.h:987
void set_driving_view_offset(point p)
Definition: game.cpp:1598
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3538
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:2024
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:278
int velocity
Definition: vehicle.h:1943
int cruise_velocity
Definition: vehicle.h:1945
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1223
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:69
static constexpr point point_zero
Definition: point.h:260
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1700 of file game.cpp.

1701{
1703 if( u.has_distant_destination() ) {
1704 if( cancel_auto_move( u, text ) ) {
1705 return true;
1706 } else {
1708 return false;
1709 }
1710 }
1712 return false;
1713 }
1714 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1715 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1717
1718 const auto &action = query_popup()
1719 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1720 .message( force_uc ?
1721 pgettext( "cancel_activity_or_ignore_query",
1722 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1723 pgettext( "cancel_activity_or_ignore_query",
1724 "<color_light_red>%s %s</color>" ),
1725 text, u.activity.get_stop_phrase() )
1726 .option( "YES", allow_key )
1727 .option( "NO", allow_key )
1728 .option( "MANAGER", allow_key )
1729 .option( "IGNORE", allow_key )
1730 .query()
1731 .action;
1732
1733 if( action == "YES" ) {
1735 return true;
1736 }
1737 if( action == "IGNORE" ) {
1739 for( auto &activity : u.backlog ) {
1740 activity.ignore_distraction( type );
1741 }
1742 }
1743 if( action == "MANAGER" ) {
1746 return true;
1747 }
1748
1751
1752 return false;
1753}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9188
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1542
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:545
static const input_event_filter disallow_lower_case
Definition: input.h:544
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
distraction_manager::distraction_manager_gui & get_distraction_manager()
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1687
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), get_distraction_manager(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), distraction_manager::distraction_manager_gui::show(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1755 of file game.cpp.

1756{
1758 if( u.has_distant_destination() ) {
1759 if( cancel_auto_move( u, text ) ) {
1760 return true;
1761 } else {
1763 return false;
1764 }
1765 }
1766 if( !u.activity ) {
1767 return false;
1768 }
1769 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1773 return true;
1774 }
1775 return false;
1776}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9220

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1673 of file game.cpp.

1675{
1676 //spawn the corpse, rotten by a part of the duration
1678 catch_duration ) ) );
1679 if( u.sees( pos ) ) {
1680 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1681 }
1682 //quietly kill the caught
1683 fish->no_corpse_quiet = true;
1684 fish->die( p );
1685}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4263
bool no_corpse_quiet
Definition: monster.h:481
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2276
const mtype * type
Definition: monster.h:477
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:380
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 395 of file npctalk.cpp.

396{
397 int volume = u.get_shout_volume();
398
399 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
400 // TODO: Get rid of the z-level check when z-level vision gets "better"
401 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
402 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
403 } );
404 const int available_count = available.size();
405 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
406 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
407 } );
408 const int follower_count = followers.size();
409 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
410 return guy.mission == NPC_MISSION_GUARD_ALLY &&
411 guy.companion_mission_role_id != "FACTION_CAMP" &&
412 guy.can_hear( u.pos(), volume );
413 } );
414 const int guard_count = guards.size();
415
416 if( u.has_trait( trait_PROF_FOODP ) && !( u.is_wearing( itype_id( "foodperson_mask" ) ) ||
417 u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
418 u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
419 return;
420 }
421 std::vector<vehicle *> animal_vehicles;
422 std::vector<vehicle *> following_vehicles;
423 std::vector<vehicle *> magic_vehicles;
424 std::vector<vehicle *> magic_following_vehicles;
425 for( auto &veh : m.get_vehicles() ) {
426 auto &v = veh.v;
427 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( u ) ) {
428 animal_vehicles.push_back( v );
429 if( v->is_following ) {
430 following_vehicles.push_back( v );
431 }
432 }
433 if( v->magic ) {
434 for( const vpart_reference &vp : v->get_all_parts() ) {
435 const vpart_info &vpi = vp.info();
436 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
437 magic_vehicles.push_back( v );
438 if( v->is_following ) {
439 magic_following_vehicles.push_back( v );
440 }
441 break;
442 }
443 }
444 }
445 }
446
447 uilist nmenu;
448 nmenu.text = std::string( _( "What do you want to do?" ) );
449
450 if( !available.empty() ) {
451 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
452 string_format( _( "Talk to %s" ), available.front()->name ) :
453 _( "Talk to…" )
454 );
455 }
456 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
457 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
458 if( !animal_vehicles.empty() ) {
460 _( "Whistle at your animals pulling vehicles to follow you." ) );
461 }
462 if( !magic_vehicles.empty() ) {
464 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
465 }
466 if( !magic_following_vehicles.empty() ) {
468 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
469 }
470 if( !following_vehicles.empty() ) {
472 _( "Whistle at your animals pulling vehicles to stop following you." ) );
473 }
474 if( !guards.empty() ) {
475 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
476 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
477 _( "Tell someone to follow…" )
478 );
479 }
480 if( !followers.empty() ) {
481 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
482 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
483 _( "Tell someone to guard…" )
484 );
485 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
486 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
487 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
488 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
489 _( "Tell everyone on your team to prepare for danger" ) );
490 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
491 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
492 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
493 }
494 std::string message;
495 std::string yell_msg;
496 bool is_order = true;
497 nmenu.query();
498
499 if( nmenu.ret < 0 ) {
500 return;
501 }
502
503 switch( nmenu.ret ) {
504 case NPC_CHAT_TALK: {
505 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
506 if( npcselect < 0 ) {
507 return;
508 }
509 available[npcselect]->talk_to_u();
510 break;
511 }
512 case NPC_CHAT_YELL:
513 is_order = false;
514 message = _( "loudly." );
515 break;
516 case NPC_CHAT_SENTENCE: {
517 std::string popupdesc = _( "Enter a sentence to yell" );
519 popup.title( _( "Yell a sentence" ) )
520 .width( 64 )
521 .description( popupdesc )
522 .identifier( "sentence" )
523 .max_length( 128 )
524 .query();
525 yell_msg = popup.text();
526 is_order = false;
527 break;
528 }
529 case NPC_CHAT_GUARD: {
530 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
531 if( npcselect < 0 ) {
532 return;
533 }
534 if( npcselect == follower_count ) {
535 for( npc *them : followers ) {
537 }
538 yell_msg = _( "Everyone guard here!" );
539 } else {
540 talk_function::assign_guard( *followers[npcselect] );
541 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
542 }
543 break;
544 }
545 case NPC_CHAT_FOLLOW: {
546 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
547 if( npcselect < 0 ) {
548 return;
549 }
550 if( npcselect == guard_count ) {
551 for( npc *them : guards ) {
553 }
554 yell_msg = _( "Everyone follow me!" );
555 } else {
556 talk_function::stop_guard( *guards[npcselect] );
557 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
558 }
559 break;
560 }
561 case NPC_CHAT_AWAKE:
562 for( npc *them : followers ) {
563 talk_function::wake_up( *them );
564 }
565 yell_msg = _( "Stay awake!" );
566 break;
567 case NPC_CHAT_MOUNT:
568 for( npc *them : followers ) {
569 if( them->has_effect( effect_riding ) ) {
570 continue;
571 }
573 }
574 yell_msg = _( "Mount up!" );
575 break;
577 for( npc *them : followers ) {
578 if( them->has_effect( effect_riding ) ) {
579 them->npc_dismount();
580 }
581 }
582 yell_msg = _( "Dismount!" );
583 break;
584 case NPC_CHAT_DANGER:
585 for( npc *them : followers ) {
586 them->rules.set_danger_overrides();
587 }
588 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
589 "and don't open any doors." );
590 break;
592 for( npc *p : followers ) {
594 }
595 yell_msg = _( "As you were." );
596 break;
597 case NPC_CHAT_ORDERS:
598 npc_temp_orders_menu( followers );
599 break;
602 break;
605 break;
608 break;
611 break;
612 default:
613 return;
614 }
615
616 if( !yell_msg.empty() ) {
617 message = string_format( "\"%s\"", yell_msg );
618 }
619 if( !message.empty() ) {
620 add_msg( _( "You yell %s" ), message );
621 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
622 }
623
624 u.moves -= 100;
625}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:566
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7589
bool can_hear(const tripoint &source, int volume) const
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3201
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:101
int get_shout_volume() const
Definition: character.cpp:7546
int moves
Definition: creature.h:574
std::string companion_mission_role_id
Definition: npc.h:1277
npc_mission mission
Definition: npc.h:1284
bool is_player_ally() const
Definition: npc.cpp:2003
bool is_following() const
Definition: npc.cpp:2034
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:411
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4127
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:150
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:221
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:378
static void tell_veh_stop_following()
Definition: npctalk.cpp:341
static void assign_veh_to_follow()
Definition: npctalk.cpp:352
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:253
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:215
@ NPC_CHAT_YELL
Definition: npctalk.cpp:196
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:199
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:198
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:202
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:204
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:197
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:211
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:203
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:200
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:213
@ NPC_CHAT_TALK
Definition: npctalk.cpp:195
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:214
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:362
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), player::add_msg_if_player(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, get_npcs_if(), Character::get_shout_volume(), map::get_vehicles(), vpart_info::has_flag(), Character::has_trait(), npc::is_following(), npc::is_player_ally(), Character::is_wearing(), m, m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 5986 of file game.cpp.

5987{
5988 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
5989}
static zone_manager & get_manager()
Definition: clzones.cpp:126
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8525 of file game.cpp.

8526{
8527 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8528 // Already warned player since safe_mode_warning_logged is set.
8529 return false;
8530 }
8531
8532 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8533 if( !msg_ignore.empty() ) {
8534 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8535 // Operate on a wide-char basis to prevent corrupted multi-byte string
8536 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8537 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8538 }
8539
8541 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8542 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8544 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8545 } else {
8547 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8548 }
8550 return false;
8551 }
8552 if( safe_mode != SAFE_MODE_STOP ) {
8553 return true;
8554 }
8555 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8556 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8557 return true;
8558 }
8559 // Monsters around and we don't want to run
8560 std::string spotted_creature_name;
8561 const monster_visible_info &mon_visible = u.get_mon_visible();
8562 const auto &new_seen_mon = mon_visible.new_seen_mon;
8563
8564 if( new_seen_mon.empty() ) {
8565 // naming consistent with code in game::mon_info
8566 spotted_creature_name = _( "a survivor" );
8568 } else {
8569 spotted_creature_name = new_seen_mon.back()->name();
8570 get_safemode().lastmon_whitelist = spotted_creature_name;
8571 }
8572
8573 std::string whitelist;
8574 if( !get_safemode().empty() ) {
8575 whitelist = string_format( _( " or %s to whitelist the monster" ),
8577 }
8578
8579 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8581 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8582 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8584 return false;
8585}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1185
int get_int_base() const override
Definition: avatar.cpp:1022
monster_visible_info & get_mon_visible()
Definition: avatar.h:226
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:288
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:293
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:41

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 5981 of file game.cpp.

5982{
5983 return zone_manager::get_manager().has( type, m.getabs( where ) );
5984}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 937 of file game.cpp.

938{
939 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
940 // Put (non-hallucinations) into the overmap so they are not lost.
941 for( monster &critter : all_monsters() ) {
942 despawn_monster( critter );
943 }
944 // Reset NPC factions and disposition
946 // Save the factions', missions and set the NPC's overmap coordinates
947 // Npcs are saved in the overmap.
948 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
949 // save artifacts.
951
952 // and the overmap, and the local map.
953 save_maps(); //Omap also contains the npcs who need to be saved.
954 }
955
956 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
957 std::vector<std::string> vRip;
958
959 int iMaxWidth = 0;
960 int iNameLine = 0;
961 int iInfoLine = 0;
962
965 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
966 vRip.emplace_back( " _______ ___" );
967 vRip.emplace_back( " < `/ |" );
968 vRip.emplace_back( " > _ _ (" );
969 vRip.emplace_back( " | |_) | |_) |" );
970 vRip.emplace_back( " | | \\ | | |" );
971 vRip.emplace_back( " ______.__%_| |_________ __" );
972 vRip.emplace_back( " _/ \\| |" );
973 iNameLine = vRip.size();
974 vRip.emplace_back( "| <" );
975 vRip.emplace_back( "| |" );
976 iMaxWidth = utf8_width( vRip.back() );
977 vRip.emplace_back( "| |" );
978 vRip.emplace_back( "|_____.-._____ __/|_________|" );
979 vRip.emplace_back( " | |" );
980 iInfoLine = vRip.size();
981 vRip.emplace_back( " | |" );
982 vRip.emplace_back( " | <" );
983 vRip.emplace_back( " | |" );
984 vRip.emplace_back( " | _ |" );
985 vRip.emplace_back( " |__/ |" );
986 vRip.emplace_back( " % / `--. |%" );
987 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
988 vRip.emplace_back( " `\\%`@| |@@%@%%" );
989 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
990 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
991
992 } else {
993 vRip.emplace_back( " _______ ___" );
994 vRip.emplace_back( " | \\/ |" );
995 vRip.emplace_back( " | |" );
996 vRip.emplace_back( " | |" );
997 iInfoLine = vRip.size();
998 vRip.emplace_back( " | |" );
999 vRip.emplace_back( " | |" );
1000 vRip.emplace_back( " | |" );
1001 vRip.emplace_back( " | |" );
1002 vRip.emplace_back( " | <" );
1003 vRip.emplace_back( " | _ |" );
1004 vRip.emplace_back( " |__/ |" );
1005 vRip.emplace_back( " ______.__%_| |__________ _" );
1006 vRip.emplace_back( " _/ \\| \\" );
1007 iNameLine = vRip.size();
1008 vRip.emplace_back( "| <" );
1009 vRip.emplace_back( "| |" );
1010 iMaxWidth = utf8_width( vRip.back() );
1011 vRip.emplace_back( "| |" );
1012 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1013 vRip.emplace_back( " % / `_-. _ |%" );
1014 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1015 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1016 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1017 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1018 }
1019 } else {
1020 vRip.emplace_back( R"( _________ ____ )" );
1021 vRip.emplace_back( R"( _/ `/ \_ )" );
1022 vRip.emplace_back( R"( _/ _ _ \_. )" );
1023 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1024 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1025 vRip.emplace_back( R"( _/ \_ )" );
1026 vRip.emplace_back( R"(| |)" );
1027 iNameLine = vRip.size();
1028 vRip.emplace_back( R"( ) < )" );
1029 vRip.emplace_back( R"(| |)" );
1030 vRip.emplace_back( R"(| |)" );
1031 vRip.emplace_back( R"(| _ |)" );
1032 vRip.emplace_back( R"(|__/ |)" );
1033 iMaxWidth = utf8_width( vRip.back() );
1034 vRip.emplace_back( R"( / `--. |)" );
1035 vRip.emplace_back( R"(| ( )" );
1036 iInfoLine = vRip.size();
1037 vRip.emplace_back( R"(| |)" );
1038 vRip.emplace_back( R"(| |)" );
1039 vRip.emplace_back( R"(| % . |)" );
1040 vRip.emplace_back( R"(| @` %% |)" );
1041 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1042 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1043 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1044 }
1045
1046 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1047 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1048
1050 point( iOffsetX, iOffsetY ) );
1051 draw_border( w_rip );
1052
1053 sfx::do_player_death_hurt( g->u, true );
1058
1059 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1060 size_t iX = 0;
1061 const char *str = vRip[iY].data();
1062 for( int slen = vRip[iY].size(); slen > 0; ) {
1063 const uint32_t cTemp = UTF8_getch( &str, &slen );
1064 if( cTemp != U' ' ) {
1065 nc_color ncColor = c_light_gray;
1066
1067 if( cTemp == U'%' ) {
1068 ncColor = c_green;
1069
1070 } else if( cTemp == U'_' || cTemp == U'|' ) {
1071 ncColor = c_white;
1072
1073 } else if( cTemp == U'@' ) {
1074 ncColor = c_brown;
1075
1076 } else if( cTemp == U'*' ) {
1077 ncColor = c_red;
1078 }
1079
1080 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1081 cTemp );
1082 }
1083 iX += mk_wcwidth( cTemp );
1084 }
1085 }
1086
1087 std::string sTemp;
1088
1089 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1090
1092 const int minutes = to_minutes<int>( survived ) % 60;
1093 const int hours = to_hours<int>( survived ) % 24;
1094 const int days = to_days<int>( survived );
1095
1096 if( days > 0 ) {
1097 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1098 } else if( hours > 0 ) {
1099 sTemp = string_format( "%dh %dm", hours, minutes );
1100 } else {
1101 sTemp = string_format( "%dm", minutes );
1102 }
1103
1104 center_print( w_rip, iInfoLine++, c_white, sTemp );
1105
1106 const int iTotalKills = get_kill_tracker().monster_kill_count();
1107
1108 sTemp = _( "Kills:" );
1109 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1110 ( sTemp + " " ) );
1111 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1112
1113 sTemp = _( "In memory of:" );
1114 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1116 sTemp );
1117
1118 sTemp = u.name;
1119 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1120 sTemp );
1121
1122 sTemp = _( "Last Words:" );
1123 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1125 sTemp );
1126
1127 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1128 std::string sLastWords = string_input_popup()
1129 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1130 .max_length( iMaxWidth - 4 - 1 )
1131 .query_string();
1132 death_screen();
1133 const bool is_suicide = uquit == QUIT_SUICIDE;
1134 events().send<event_type::game_over>( is_suicide, sLastWords );
1135 // Struck the save_player_data here to forestall Weirdness
1136 std::string char_filename = generate_memorial_filename( u.name );
1137 move_save_to_graveyard( char_filename );
1138 write_memorial_file( char_filename, sLastWords );
1139 memorial().clear();
1140 std::vector<std::string> characters = list_active_saves();
1141 // remove current player from the active characters list, as they are dead
1142 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1143 characters.end(), u.get_save_id() );
1144 if( curchar != characters.end() ) {
1145 characters.erase( curchar );
1146 }
1147
1148 if( characters.empty() ) {
1149 bool queryDelete = false;
1150 bool queryReset = false;
1151
1152 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1153 bool decided = false;
1154 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1155 "will not all reset when starting a new character in an "
1156 "already-played world. This can lead to some strange "
1157 "behavior.\n\n"
1158 "Are you sure you wish to keep this world?"
1159 );
1160
1161 while( !decided ) {
1162 uilist smenu;
1163 smenu.allow_cancel = false;
1164 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1165 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1166 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1167 smenu.query();
1168
1169 switch( smenu.ret ) {
1170 case 0:
1171 queryReset = true;
1172 decided = true;
1173 break;
1174 case 1:
1175 queryDelete = true;
1176 decided = true;
1177 break;
1178 case 2:
1179 decided = query_yn( buffer );
1180 break;
1181 }
1182 }
1183 }
1184
1185 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1186 world_generator->delete_world( world_generator->active_world->world_name, true );
1187
1188 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1189 world_generator->delete_world( world_generator->active_world->world_name, false );
1190 }
1191 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1192 std::string tmpmessage;
1193 for( auto &character : characters ) {
1194 tmpmessage += "\n ";
1195 tmpmessage += character;
1196 }
1197 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1198 }
1199 if( gamemode ) {
1200 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1201 }
1202 }
1203
1204 //Reset any offset due to driving
1206
1207 //clear all sound channels
1213
1214 MAPBUFFER.clear();
1216
1217#if defined(__ANDROID__)
1218 quick_shortcuts_map.clear();
1219#endif
1220 return true;
1221}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1529
std::string get_save_id() const
Definition: avatar.h:88
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2463
bool save_maps()
Definition: game.cpp:2661
std::unique_ptr< special_game > gamemode
Definition: game.h:1055
void death_screen()
Definition: game.cpp:2412
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:11947
bool save_factions_missions_npcs()
Definition: game.cpp:2647
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:10971
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:876
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2760
std::vector< std::string > list_active_saves()
Returns a list of currently active character saves.
Definition: game.cpp:2745
bool save_artifacts()
Definition: game.cpp:2655
memorial_logger & memorial()
Definition: game.cpp:2710
void reset_npc_dispositions()
Definition: game.cpp:2619
int monster_kill_count() const
void clear()
Delete all buffered submaps.
Definition: mapbuffer.cpp:45
string_input_popup & window(const catacurses::window &w, point start, int endx)
Set the window area where to display the input text.
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:910
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
std::unique_ptr< game > g
Definition: game.cpp:281
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, point begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1631
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1616
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1615
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, point p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2081
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void mvwputch(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:477
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2089
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
overmapbuffer overmap_buffer
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), mapbuffer::clear(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), avatar::get_save_id(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_saves(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4014 of file game.cpp.

4015{
4016 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4017 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4018 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4019
4020 bool npc_is_dead = false;
4021 // can't use all_npcs as that does not include dead ones
4022 for( const auto &n : active_npc ) {
4023 if( n->is_dead() ) {
4024 n->die( nullptr ); // make sure this has been called to create corpses etc.
4025 npc_is_dead = true;
4026 }
4027 }
4028
4029 if( monster_is_dead ) {
4030 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4031 critter_tracker->remove_dead();
4032 }
4033
4034 if( npc_is_dead ) {
4035 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4036 if( ( *it )->is_dead() ) {
4037 remove_npc_follower( ( *it )->getID() );
4038 overmap_buffer.remove_npc( ( *it )->getID() );
4039 it = active_npc.erase( it );
4040 } else {
4041 it++;
4042 }
4043 }
4044 }
4045
4046 critter_died = false;
4047}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1880
pimpl< Creature_tracker > critter_tracker
Definition: game.h:973
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1037
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1049
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4691 of file game.cpp.

4692{
4693 critter_tracker->clear();
4694}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5135 of file game.cpp.

5136{
5137 static const itype_id fuel_type_animal( "animal" );
5138 int veh_part = -1;
5139 vehicle *veh = remoteveh();
5140 if( veh == nullptr ) {
5141 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5142 veh = &vp->vehicle();
5143 veh_part = vp->part_index();
5144 }
5145 }
5146 if( veh != nullptr && veh->player_in_control( u ) &&
5147 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5148 veh->use_controls( u.pos() );
5149 } else if( veh && veh->player_in_control( u ) &&
5150 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5151 u.controlling_vehicle = false;
5152 add_msg( m_info, _( "You let go of the reins." ) );
5153 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5154 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5155 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5156 u.in_vehicle ) {
5157 if( u.has_trait( trait_WAYFARER ) ) {
5158 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5159 return;
5160 }
5161 if( !veh->interact_vehicle_locked() ) {
5162 veh->handle_potential_theft( u );
5163 return;
5164 }
5165 if( veh->engine_on ) {
5166 if( !veh->handle_potential_theft( u ) ) {
5167 return;
5168 }
5169 u.controlling_vehicle = true;
5170 add_msg( _( "You take control of the %s." ), veh->name );
5171 } else {
5172 if( !veh->handle_potential_theft( u ) ) {
5173 return;
5174 }
5175 veh->start_engines( true );
5176 }
5177 } else { // Start looking for nearby vehicle controls.
5178 int num_valid_controls = 0;
5179 cata::optional<tripoint> vehicle_position;
5180 cata::optional<vpart_reference> vehicle_controls;
5181 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5182 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5183 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5184 if( controls ) {
5185 num_valid_controls++;
5186 vehicle_position = elem;
5187 vehicle_controls = controls;
5188 }
5189 }
5190 }
5191 if( num_valid_controls < 1 ) {
5192 add_msg( _( "No vehicle controls found." ) );
5193 return;
5194 } else if( num_valid_controls > 1 ) {
5195 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5196 if( !vehicle_position ) {
5197 return;
5198 }
5199 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5200 if( vp ) {
5201 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5202 if( !vehicle_controls ) {
5203 add_msg( _( "The vehicle doesn't have controls there." ) );
5204 return;
5205 }
5206 } else {
5207 add_msg( _( "No vehicle there." ) );
5208 return;
5209 }
5210 }
5211 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5212 if( vehicle_controls ) {
5213 veh = &vehicle_controls->vehicle();
5214 if( !veh->handle_potential_theft( u ) ) {
5215 return;
5216 }
5217 veh->use_controls( *vehicle_position );
5218 //May be folded up (destroyed), so need to re-get it
5219 veh = g->remoteveh();
5220 }
5221 }
5222 if( veh ) {
5223 // If we reached here, we gained control of a vehicle.
5224 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5225 for( const tripoint &target : veh->get_points() ) {
5226 u.clear_memorized_tile( m.getabs( target ) );
5227 }
5228 veh->is_following = false;
5229 veh->is_patrolling = false;
5230 veh->autopilot_on = false;
5231 veh->is_autodriving = false;
5232 }
5233}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
bool in_vehicle
Definition: character.h:1536
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:168
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2248
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8648
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1067
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
bool engine_on
Definition: vehicle.h:2014
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6762
std::string name
Definition: vehicle.h:1874
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1032
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:252
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2546
bool autopilot_on
Definition: vehicle.h:2022
bool is_autodriving
Definition: vehicle.h:2007
bool handle_potential_theft(avatar &you, bool check_only=false, bool prompt=true)
Handle potential vehicle theft.
Definition: vehicle.cpp:4388
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2462
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 2897 of file game.cpp.

2898{
2900 if( !ui ) {
2901 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
2902 ui->on_redraw( []( const ui_adaptor & ) {
2903 g->draw();
2904 } );
2905 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
2906 // remove some space for the sidebar, this is the maximal space
2907 // (using standard font) that the terrain window can have
2908 const int sidebar_left = panel_manager::get_manager().get_width_left();
2909 const int sidebar_right = panel_manager::get_manager().get_width_right();
2910
2912 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
2915
2916 /**
2917 * In tiles mode w_terrain can have a different font (with a different
2918 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
2919 * might have a different dimension then the normal font used everywhere else.
2920 *
2921 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
2922 * be displayed in w_terrain (using it's specific tile dimension), not
2923 * including partially drawn squares at the right/bottom. You should
2924 * use it whenever you want to draw specific squares in that window or to
2925 * determine whether a specific square is draw on screen (or outside the screen
2926 * and needs scrolling).
2927 *
2928 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
2929 * w_terrain in the standard font dimension (the font that everything else uses).
2930 * You usually don't have to use it, expect for positioning of windows,
2931 * because the window positions use the standard font dimension.
2932 *
2933 * The code here calculates size available for w_terrain, caps it at
2934 * max_view_size (the maximal view range than any character can have at
2935 * any time).
2936 * It is stored in TERRAIN_WINDOW_*.
2937 */
2939
2940 // Position of the player in the terrain window, it is always in the center
2943
2945 point( sidebar_left, 0 ) );
2946
2947 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
2949
2950 // need to init in order to avoid crash. gets updated by the panel code.
2952
2953 ui.position_from_window( catacurses::stdscr );
2954 } );
2955 ui->mark_resize();
2956 }
2957 return ui;
2958}
catacurses::window w_pixel_minimap
Definition: game.h:991
catacurses::window w_minimap_ptr
Definition: game.h:1028
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1074
catacurses::window w_minimap
Definition: game.h:990
catacurses::window w_terrain_ptr
Definition: game.h:1027
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2175
int get_width_left()
Definition: panels.cpp:2183
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
Definition: overmap_ui.h:17
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 881 of file game.cpp.

882{
883 if( !get_option<bool>( "STATIC_NPC" ) ||
884 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
885 return; //Do not generate a starting npc.
886 }
887
888 //We don't want more than one starting npc per starting location
889 const int radius = 1;
890 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
891 return; //There is already an NPC in this starting location
892 }
893
894 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
895 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
896 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
898 tmp->form_opinion( u );
899 tmp->set_attitude( NPCATT_NULL );
900 //This sets the NPC mission. This NPC remains in the starting location.
901 tmp->mission = NPC_MISSION_SHELTER;
902 tmp->chatbin.first_topic = "TALK_SHELTER";
903 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
904 tmp->set_fac( faction_id( "no_faction" ) );
905 //One random starting NPC mission
906 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
907 tmp->getID() ) );
908}
int get_levy() const
Definition: game.cpp:11837
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11832
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:144
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:265
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4496 of file game.cpp.

4497{
4498 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4499 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4500 return nullptr;
4501 }
4502 // if we wanted to check for an NPC / player / avatar,
4503 // there is sometimes a monster AND an NPC/player there at the same time.
4504 // because the NPC/player etc may be riding that monster.
4505 // so only return the monster if we were actually looking for a monster.
4506 // otherwise, keep looking for the rider.
4507 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4508 // which is ok for the occasions where that happens.
4509 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4510 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4511 std::is_same<T, const Creature>::value ) ) {
4512 return dynamic_cast<T *>( mon_ptr.get() );
4513 }
4514 }
4515 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4516 if( p == u.pos() ) {
4517 return dynamic_cast<T *>( &u );
4518 }
4519 }
4520 for( auto &cur_npc : active_npc ) {
4521 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4522 return dynamic_cast<T *>( cur_npc.get() );
4523 }
4524 }
4525 return nullptr;
4526}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4529 of file game.cpp.

4530{
4531 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4532}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4575 of file game.cpp.

4576{
4577 if( id == u.getID() ) {
4578 // player is always alive, therefore no is-dead check
4579 return dynamic_cast<T *>( &u );
4580 }
4581 return find_npc( id );
4582}
character_id getID() const
Definition: character.cpp:483
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1869

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2412 of file game.cpp.

2413{
2414 gamemode->game_over();
2419 follower_ids.clear();
2421}
diary * get_avatar_diary()
Definition: avatar.cpp:369
void death_entry()
Definition: diary.cpp:672
stats_tracker & stats()
Definition: game.cpp:2705
void disp_NPC_epilogues()
Definition: game.cpp:2784
void display_faction_epilogues()
Definition: game.cpp:2801
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, diary::death_entry(), disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, avatar::get_avatar_diary(), get_kill_tracker(), show_scores_ui(), stats(), and u.

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 10971 of file game.cpp.

10972{
10973 if( !critter.is_hallucination() ) {
10974 // hallucinations aren't stored, they come and go as they like,
10976 }
10977
10978 critter.on_unload();
10979 remove_zombie( critter );
10980 // simulate it being dead so further processing of it (e.g. in monmove) will yield
10981 critter.set_hp( 0 );
10982}
void remove_zombie(const monster &critter)
Definition: game.cpp:4686
bool is_hallucination() const override
Definition: monster.cpp:2681
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:3008
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1664
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8593 of file game.cpp.

8594{
8595 monster *const mon_ptr = critter_at<monster>( p );
8596 if( !mon_ptr ) {
8597 return false;
8598 }
8599 monster &critter = *mon_ptr;
8600 if( critter.friendly == 0 || critter.has_effect( effect_pet ) ||
8601 critter.has_flag( MF_RIDEABLE_MECH ) ||
8602 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8603 // Can only disable / reprogram friendly monsters
8604 return false;
8605 }
8606 const auto mid = critter.type->id;
8607 const auto mon_item_id = critter.type->revert_to_itype;
8608 if( !mon_item_id.is_empty() &&
8609 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8610
8611 u.moves -= 100;
8612 m.add_item_or_charges( p, critter.to_item() );
8613 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8614 for( auto &ammodef : critter.ammo ) {
8615 if( ammodef.second > 0 ) {
8616 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8617 }
8618 }
8619 }
8620 remove_zombie( critter );
8621 return true;
8622 }
8623 // Manhacks are special, they have their own menu here.
8624 if( mid == mon_manhack ) {
8625 int choice = UILIST_CANCEL;
8626 if( critter.has_effect( effect_docile ) ) {
8627 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8628 } else {
8629 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8630 }
8631 switch( choice ) {
8632 case 0:
8633 if( critter.has_effect( effect_docile ) ) {
8634 critter.remove_effect( effect_docile );
8635 if( one_in( 3 ) ) {
8636 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8637 critter.name() );
8638 }
8639 } else {
8640 critter.add_effect( effect_docile, 1_turns, num_bp );
8641 if( one_in( 3 ) ) {
8642 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8643 critter.name() );
8644 }
8645 }
8646 u.moves -= 100;
8647 return true;
8648 default:
8649 break;
8650 }
8651 }
8652 return false;
8653}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1142
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4222
bool has_flag(m_flag f) const override
Definition: monster.cpp:898
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2821
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1840
int friendly
Definition: monster.h:470
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
std::map< itype_id, int > ammo
Definition: monster.h:511
static const efftype_id effect_pet("pet")
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:364
constexpr point xy() const
Definition: point.h:206
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, effect_pet, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2784 of file game.cpp.

2785{
2786 // TODO: This search needs to be expanded to all NPCs
2787 for( auto elem : follower_ids ) {
2789 if( !guy ) {
2790 continue;
2791 }
2792 const auto new_win = []() {
2794 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2795 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2796 };
2797 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2798 }
2799}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2835 of file game.cpp.

2836{
2837 const tripoint_abs_omt ppos = u.global_omt_location();
2838 const tripoint &lpos = u.pos();
2839 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
2840 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
2841
2843 ui_adaptor ui;
2844 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2847 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
2848 ui.position_from_window( w );
2849 } );
2850 ui.mark_resize();
2851 ui.on_redraw( [&]( const ui_adaptor & ) {
2852 werase( w );
2853 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
2854 // NOLINTNEXTLINE(cata-use-named-point-constants)
2855 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
2856 size_t i;
2857 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
2858 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
2859 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
2860 apos.to_string() );
2861 }
2862 for( const monster &m : all_monsters() ) {
2863 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
2864 m.posx(), m.posy(), m.posz() );
2865 ++i;
2866 }
2867 wnoutrefresh( w );
2868 } );
2869
2870 input_context ctxt( "DISP_NPCS" );
2871 ctxt.register_action( "CONFIRM" );
2872 ctxt.register_action( "QUIT" );
2873 ctxt.register_action( "HELP_KEYBINDINGS" );
2874 bool stop = false;
2875 while( !stop ) {
2877 const std::string action = ctxt.handle_input();
2878 if( action == "CONFIRM" || action == "QUIT" ) {
2879 stop = true;
2880 }
2881 }
2882}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6231
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:386
std::string name(const tripoint &p)
Definition: map.cpp:1383
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:34

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2801 of file game.cpp.

2802{
2803 for( const auto &elem : faction_manager_ptr->all() ) {
2804 if( elem.second.known_by_u ) {
2805 const std::vector<std::string> epilogue = elem.second.epilogue();
2806 if( !epilogue.empty() ) {
2807 const auto new_win = []() {
2809 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2810 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2811 };
2812 scrollable_text( new_win, elem.second.name,
2813 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2814 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2815 return lhs + "\n" + rhs;
2816 } ) );
2817 }
2818 }
2819 }
2820}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:974

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11182 of file game.cpp.

11183{
11184 if( use_tiles ) {
11186 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11187 return;
11188 }
11189 uilist lighting_menu;
11190 std::vector<std::string> lighting_menu_strings{
11191 "Global lighting conditions"
11192 };
11193
11194 int count = 0;
11195 for( const auto &menu_str : lighting_menu_strings ) {
11196 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11197 }
11198
11199 lighting_menu.w_y_setup = 0;
11200 lighting_menu.query();
11201 if( ( lighting_menu.ret >= 0 ) &&
11202 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11203 g->displaying_lighting_condition = lighting_menu.ret;
11204 }
11205 }
11206}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:321
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11078
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11073 of file game.cpp.

11074{
11076}
cata::optional< action_id > displaying_overlays
Definition: game.h:919

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11208 of file game.cpp.

11209{
11210 if( use_tiles ) {
11212 }
11213}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:323

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11087 of file game.cpp.

11088{
11089 if( use_tiles ) {
11091 } else {
11092 int div;
11093 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11094 if( !got_value || div < 1 ) {
11095 add_msg( _( "Never mind." ) );
11096 return;
11097 }
11098 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11099 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11100 } );
11101 g->add_draw_callback( scent_cb );
11102
11105 }
11106}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:283
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:233
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11108 of file game.cpp.

11109{
11110 if( use_tiles ) {
11112 }
11113}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:315

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11078 of file game.cpp.

11079{
11080 if( display_overlay_state( action ) ) {
11081 displaying_overlays.reset();
11082 } else {
11084 }
11085}
bool display_overlay_state(action_id)
Definition: game.cpp:11073

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11215 of file game.cpp.

11216{
11217 if( use_tiles ) {
11219 }
11220}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:325

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11115 of file game.cpp.

11116{
11117 if( use_tiles ) {
11119 }
11120}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:317

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11122 of file game.cpp.

11123{
11124 if( use_tiles ) {
11127 std::vector< tripoint > locations;
11128 uilist creature_menu;
11129 int num_creatures = 0;
11130 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11131 locations.emplace_back( g->u.pos() ); // add player first.
11132 for( const Creature &critter : g->all_creatures() ) {
11133 if( critter.is_player() ) {
11134 continue;
11135 }
11136 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11137 locations.emplace_back( critter.pos() );
11138 }
11139
11140 pointmenu_cb callback( locations );
11141 creature_menu.callback = &callback;
11142 creature_menu.w_y_setup = 0;
11143 creature_menu.query();
11144 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11145 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11147 }
11148 } else {
11150 }
11151 }
11152}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:319
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4676
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1010
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1343 of file game.cpp.

1344{
1345 if( is_game_over() ) {
1346 return cleanup_at_end();
1347 }
1348 // Actual stuff
1349 if( new_game ) {
1350 new_game = false;
1351 } else {
1352 gamemode->per_turn();
1353 calendar::turn += 1_turns;
1354 }
1355
1356 // starting a new turn, clear out temperature cache
1358 weather.clear_temp_cache();
1359
1360 if( npcs_dirty ) {
1361 load_npcs();
1362 }
1363
1366 // If controlling a vehicle that is owned by someone else
1368 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1369 if( veh && !veh->handle_potential_theft( u, true ) ) {
1370 veh->handle_potential_theft( u, false, false );
1371 }
1372 }
1373 // If riding a horse - chance to spook
1374 if( u.is_mounted() ) {
1376 }
1377 if( calendar::once_every( 1_days ) ) {
1379 }
1380
1381 // Move hordes every 2.5 min
1384 // Hordes that reached the reality bubble need to spawn,
1385 // make them spawn in invisible areas only.
1386 m.spawn_monsters( false );
1387 }
1388
1390
1391 u.update_body();
1392
1393 // Auto-save if autosave is enabled
1394 if( get_option<bool>( "AUTOSAVE" ) &&
1395 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1396 !u.is_dead_state() ) {
1397 autosave();
1398 }
1399
1400 weather.update_weather();
1402
1406 // Process NPC sound events before they move or they hear themselves talking
1407 for( npc &guy : all_npcs() ) {
1408 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1410 }
1411 }
1412
1413 // Process sound events into sound markers for display to the player.
1415
1416 if( u.is_deaf() ) {
1418 }
1419
1420 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1421 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1422 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1423 cleanup_dead();
1425 // Process any new sounds the player caused during their turn.
1426 for( npc &guy : all_npcs() ) {
1427 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1429 }
1430 }
1433 wait_popup.reset();
1435 }
1436
1437 if( queue_screenshot ) {
1441 queue_screenshot = false;
1442 }
1443
1444 if( handle_action() ) {
1446 u.action_taken();
1447 }
1448
1449 if( is_game_over() ) {
1450 return cleanup_at_end();
1451 }
1452
1453 if( uquit == QUIT_WATCH ) {
1454 break;
1455 }
1456 if( u.activity ) {
1458 }
1459 }
1460 // Reset displayed sound markers now that the turn is over.
1461 // We only want this to happen if the player had a chance to examine the sounds.
1463 }
1464 }
1465
1466 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1467 // Still have a view offset, but might not be driving anymore,
1468 // or the option has been deactivated,
1469 // might also happen when someone dives from a moving car.
1470 // or when using the handbrake.
1471 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1472 calc_driving_offset( veh );
1473 }
1474
1475 // No-scent debug mutation has to be processed here or else it takes time to start working
1476 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1477 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1480 }
1481 scent.update( u.pos(), m );
1482
1483 // We need floor cache before checking falling 'n stuff
1485
1488 m.vehmove();
1489 m.process_fields();
1490 m.process_items();
1493
1494 // Apply sounds from previous turn to monster and NPC AI.
1496 // Update vision caches for monsters. If this turns out to be expensive,
1497 // consider a stripped down cache just for monsters.
1498 m.build_map_cache( get_levz(), true );
1499 monmove();
1500 if( calendar::once_every( 5_minutes ) ) {
1502 }
1503 if( calendar::once_every( 10_seconds ) ) {
1504 for( const tripoint &elem : m.get_furn_field_locations() ) {
1505 const auto &furn = m.furn( elem ).obj();
1506 for( const emit_id &e : furn.emissions ) {
1507 m.emit_field( elem, e );
1508 }
1509 }
1510 }
1513 u.process_turn();
1514
1516 cleanup_dead();
1517
1518 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1521 }
1522
1523 if( get_levz() >= 0 && !u.is_underwater() ) {
1524 handle_weather_effects( weather.weather_id );
1525 }
1526
1527 const bool player_is_sleeping = u.has_effect( effect_sleep );
1528 bool wait_redraw = false;
1529 std::string wait_message;
1530 time_duration wait_refresh_rate;
1531 if( player_is_sleeping ) {
1532 wait_redraw = true;
1533 wait_message = _( "Wait till you wake up…" );
1534 wait_refresh_rate = 30_minutes;
1535 if( calendar::once_every( 1_hours ) ) {
1537 }
1538 } else if( u.has_destination() ) {
1539 wait_redraw = true;
1540 wait_message = _( "Travelling…" );
1541 wait_refresh_rate = 15_turns;
1542 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1543 wait_redraw = true;
1544 wait_message = *progress;
1545 if( u.activity.id() == ACT_AUTODRIVE ) {
1546 wait_refresh_rate = 1_turns;
1547 } else {
1548 wait_refresh_rate = 5_minutes;
1549 }
1550 }
1551 if( wait_redraw ) {
1553 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1554 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1556 }
1557
1558 // Avoid redrawing the main UI every time due to invalidation
1560 wait_popup = std::make_unique<static_popup>();
1561 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1565 }
1566 } else {
1567 // Nothing to wait for now
1568 wait_popup.reset();
1570 }
1571
1574 u.apply_wetness_morale( weather.temperature );
1575
1576 if( calendar::once_every( 1_minutes ) ) {
1577 u.update_morale();
1578 }
1579
1580 if( calendar::once_every( 9_turns ) ) {
1582 }
1583
1584 if( !u.is_deaf() ) {
1586 }
1591
1592 // reset player noise
1593 u.volume = 0;
1594
1595 return false;
1596}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:8956
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:798
bool check_mount_is_spooked()
Definition: character.cpp:1023
void process_turn() override
Handles end-of-turn processing.
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5179
bool is_mounted() const
Definition: character.cpp:1064
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8715
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:488
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9083
bool is_deaf() const
Definition: character.cpp:4474
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4653
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1805
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1809
virtual bool is_underwater() const
Definition: creature.cpp:170
int get_levz() const
Definition: game.cpp:11842
void overmap_npc_move()
Definition: game.cpp:4175
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:11952
void monmove()
Definition: game.cpp:4049
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1661
void add_artifact_dreams()
Definition: game.cpp:11784
int moves_since_last_save
Definition: game.h:1040
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7112
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1241
bool cleanup_at_end()
Definition: game.cpp:937
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1076
bool queue_screenshot
Definition: game.h:1019
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11273
void process_activity()
Definition: game.cpp:1650
void update_stair_monsters()
Definition: game.cpp:10762
void process_voluntary_act_interrupt()
Definition: game.cpp:1610
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:806
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1047
void cleanup_dead()
Definition: game.cpp:4014
bool is_game_over()
Definition: game.cpp:2365
void perhaps_add_random_npc()
Definition: game.cpp:11009
void mon_info_update()
Definition: game.cpp:3813
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8093
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2332
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1927
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7790
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7749
void vehmove()
Definition: map.cpp:472
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1562
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1406
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8259
void process_items()
Definition: map.cpp:4608
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
int volume
Definition: player.h:236
int scent
Definition: player.h:245
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
void update_body_wetness(Character &who, const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1261
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1612
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1607
void do_danger_music()
Definition: sounds.cpp:1611
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1613
void do_fatigue()
Definition: sounds.cpp:1632
void remove_hearing_loss()
Definition: sounds.cpp:1608
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), Character::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), Character::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), character_funcs::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3072 of file game.cpp.

3073{
3074 if( test_mode ) {
3075 return;
3076 }
3077
3078 //temporary fix for updating visibility for minimap
3079 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3082
3083 werase( w_terrain );
3084 draw_ter();
3085 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3086 shared_ptr_fast<draw_callback_t> cb = it->lock();
3087 if( cb ) {
3088 ( *cb )();
3089 ++it;
3090 } else {
3091 it = draw_callbacks.erase( it );
3092 }
3093 }
3095
3096 draw_panels( true );
3097}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:986
void draw_panels(bool force_draw=false)
Definition: game.cpp:3099
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3213
void update_visibility_cache(int zlev)
Definition: map.cpp:5638
int z
Definition: point.h:138

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 963 of file animation.cpp.

964{
965}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 518 of file animation.cpp.

520{
521 draw_bullet_curses( m, t, bullet, &trajectory[i] );
522}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:459
std::vector< tripoint > trajectory
Definition: ranged.h:37

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3195 of file game.cpp.

3196{
3197 draw_critter_internal( w_terrain, critter, center, false, m, u );
3198}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3162

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3200 of file game.cpp.

3201{
3202 draw_critter_internal( w_terrain, critter, center, true, m, u );
3203}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 724 of file animation.cpp.

725{
726 const tripoint rp = relative_view_pos( *this, p );
727 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
728}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:127
void mvwputch_inv(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 919 of file animation.cpp.

920{
921}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 880 of file animation.cpp.

881{
882}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 893 of file animation.cpp.

894{
895}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 737 of file animation.cpp.

738{
739 // Do nothing
740}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 581 of file animation.cpp.

582{
583 draw_hit_mon_curses( p, m, u, dead );
584}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:552

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 626 of file animation.cpp.

627{
628 draw_hit_player_curses( *this, p, dam );
629}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:589

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 933 of file animation.cpp.

935{
936}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 710 of file animation.cpp.

711{
712 draw_line_curses( *this, points );
713}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:690

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 677 of file animation.cpp.

679{
680 if( !u.sees( p ) ) {
681 return;
682 }
683
684 draw_line_curses( *this, center, points, noreveal );
685}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5644 of file game.cpp.

5645{
5646 if( !liveview.is_enabled() ) {
5647#if defined( TILES )
5648 if( is_draw_tiles_mode() ) {
5649 draw_cursor( lp );
5650 return;
5651 }
5652#endif
5653 const tripoint view_center = u.pos() + u.view_offset;
5654 visibility_type visibility = VIS_HIDDEN;
5655 const bool inbounds = m.inbounds( lp );
5656 if( inbounds ) {
5657 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5658 }
5659 if( visibility == VIS_CLEAR ) {
5660 const Creature *const creature = critter_at( lp, true );
5661 if( creature != nullptr && u.sees( *creature ) ) {
5662 creature->draw( w_terrain, view_center, true );
5663 } else {
5664 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5665 }
5666 } else {
5667 std::string visibility_indicator;
5668 nc_color visibility_indicator_color = c_white;
5669 switch( visibility ) {
5670 case VIS_CLEAR:
5671 // Already handled by the outer if statement
5672 break;
5673 case VIS_BOOMER:
5674 case VIS_BOOMER_DARK:
5675 visibility_indicator = '#';
5676 visibility_indicator_color = c_pink;
5677 break;
5678 case VIS_DARK:
5679 visibility_indicator = '#';
5680 visibility_indicator_color = c_dark_gray;
5681 break;
5682 case VIS_LIT:
5683 visibility_indicator = '#';
5684 visibility_indicator_color = c_light_gray;
5685 break;
5686 case VIS_HIDDEN:
5687 visibility_indicator = 'x';
5688 visibility_indicator_color = c_white;
5689 break;
5690 }
5691
5692 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5693 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5694 }
5695 }
5696}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:724
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4496
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7800
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5692
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:729
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5870
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2075
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3273 of file game.cpp.

3274{
3275
3276 // Draw the box
3277 werase( w_minimap );
3279
3280 const tripoint_abs_omt curs = u.global_omt_location();
3281 const point_abs_omt curs2( curs.xy() );
3283 bool drew_mission = targ == overmap::invalid_tripoint;
3284
3285 for( int i = -2; i <= 2; i++ ) {
3286 for( int j = -2; j <= 2; j++ ) {
3287 const point_abs_omt om( curs2 + point( i, j ) );
3288 nc_color ter_color;
3289 tripoint_abs_omt omp( om, get_levz() );
3290 std::string ter_sym;
3291 const bool seen = overmap_buffer.seen( omp );
3292 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3293 if( overmap_buffer.has_note( omp ) ) {
3294
3295 const std::string &note_text = overmap_buffer.note( omp );
3296
3297 ter_color = c_yellow;
3298 ter_sym = "N";
3299
3300 int symbolIndex = note_text.find( ':' );
3301 int colorIndex = note_text.find( ';' );
3302
3303 bool symbolFirst = symbolIndex < colorIndex;
3304
3305 if( colorIndex > -1 && symbolIndex > -1 ) {
3306 if( symbolFirst ) {
3307 if( colorIndex > 4 ) {
3308 colorIndex = -1;
3309 }
3310 if( symbolIndex > 1 ) {
3311 symbolIndex = -1;
3312 colorIndex = -1;
3313 }
3314 } else {
3315 if( symbolIndex > 4 ) {
3316 symbolIndex = -1;
3317 }
3318 if( colorIndex > 2 ) {
3319 colorIndex = -1;
3320 }
3321 }
3322 } else if( colorIndex > 2 ) {
3323 colorIndex = -1;
3324 } else if( symbolIndex > 1 ) {
3325 symbolIndex = -1;
3326 }
3327
3328 if( symbolIndex > -1 ) {
3329 int symbolStart = 0;
3330 if( colorIndex > -1 && !symbolFirst ) {
3331 symbolStart = colorIndex + 1;
3332 }
3333 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3334 }
3335
3336 if( colorIndex > -1 ) {
3337
3338 int colorStart = 0;
3339
3340 if( symbolIndex > -1 && symbolFirst ) {
3341 colorStart = symbolIndex + 1;
3342 }
3343
3344 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3345
3346 if( sym.length() == 2 ) {
3347 if( sym == "br" ) {
3348 ter_color = c_brown;
3349 } else if( sym == "lg" ) {
3350 ter_color = c_light_gray;
3351 } else if( sym == "dg" ) {
3352 ter_color = c_dark_gray;
3353 }
3354 } else {
3355 char colorID = sym.c_str()[0];
3356 if( colorID == 'r' ) {
3357 ter_color = c_light_red;
3358 } else if( colorID == 'R' ) {
3359 ter_color = c_red;
3360 } else if( colorID == 'g' ) {
3361 ter_color = c_light_green;
3362 } else if( colorID == 'G' ) {
3363 ter_color = c_green;
3364 } else if( colorID == 'b' ) {
3365 ter_color = c_light_blue;
3366 } else if( colorID == 'B' ) {
3367 ter_color = c_blue;
3368 } else if( colorID == 'W' ) {
3369 ter_color = c_white;
3370 } else if( colorID == 'C' ) {
3371 ter_color = c_cyan;
3372 } else if( colorID == 'c' ) {
3373 ter_color = c_light_cyan;
3374 } else if( colorID == 'P' ) {
3375 ter_color = c_pink;
3376 } else if( colorID == 'm' ) {
3377 ter_color = c_magenta;
3378 }
3379 }
3380 }
3381 } else if( !seen ) {
3382 ter_sym = " ";
3383 ter_color = c_black;
3384 } else if( vehicle_here ) {
3385 ter_color = c_cyan;
3386 ter_sym = "c";
3387 } else {
3388 const oter_id &cur_ter = overmap_buffer.ter( omp );
3389 ter_sym = cur_ter->get_symbol();
3390 if( overmap_buffer.is_explored( omp ) ) {
3391 ter_color = c_dark_gray;
3392 } else {
3393 ter_color = cur_ter->get_color();
3394 }
3395 }
3396 if( !drew_mission && targ.xy() == omp.xy() ) {
3397 // If there is a mission target, and it's not on the same
3398 // overmap terrain as the player character, mark it.
3399 // TODO: Inform player if the mission is above or below
3400 drew_mission = true;
3401 if( i != 0 || j != 0 ) {
3402 ter_color = red_background( ter_color );
3403 }
3404 }
3405 if( i == 0 && j == 0 ) {
3406 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3407 } else {
3408 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3409 }
3410 }
3411 }
3412
3413 // Print arrow to mission if we have one!
3414 if( !drew_mission ) {
3415 double slope = curs2.x() != targ.x() ?
3416 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3417
3418 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3419 if( targ.y() > curs2.y() ) {
3420 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3421 } else {
3422 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3423 }
3424 } else {
3425 int arrowx = -1;
3426 int arrowy = -1;
3427 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3428 arrowy = targ.y() > curs2.y() ? 6 : 0;
3429 arrowx =
3430 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3431 if( arrowx < 0 ) {
3432 arrowx = 0;
3433 }
3434 if( arrowx > 6 ) {
3435 arrowx = 6;
3436 }
3437 } else {
3438 arrowx = targ.x() > curs2.x() ? 6 : 0;
3439 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3440 if( arrowy < 0 ) {
3441 arrowy = 0;
3442 }
3443 if( arrowy > 6 ) {
3444 arrowy = 6;
3445 }
3446 }
3447 char glyph = '*';
3448 if( targ.z() > u.posz() ) {
3449 glyph = '^';
3450 } else if( targ.z() < u.posz() ) {
3451 glyph = 'v';
3452 }
3453
3454 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3455 }
3456 }
3457
3458 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3459 for( int i = -3; i <= 3; i++ ) {
3460 for( int j = -3; j <= 3; j++ ) {
3461 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3462 continue; // only do hordes on the border, skip inner map
3463 }
3464 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3466 if( overmap_buffer.seen( omp )
3467 && g->u.overmap_los( omp, sight_points ) ) {
3468 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3469 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3470 }
3471 }
3472 }
3473 }
3474
3476}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:206
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 977 of file animation.cpp.

979{
980}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3099 of file game.cpp.

3100{
3101 static int previous_turn = -1;
3102 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3103 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3104 auto &mgr = panel_manager::get_manager();
3105 int y = 0;
3106 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3107 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3108 int log_height = 0;
3109 for( const window_panel &panel : mgr.get_current_layout() ) {
3110 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3111 log_height += panel.get_height() + spacer;
3112 }
3113 }
3114 log_height = std::max( TERMY - log_height, 3 );
3115 for( const window_panel &panel : mgr.get_current_layout() ) {
3116 if( panel.render() ) {
3117 // height clamped to window height.
3118 int h = std::min( panel.get_height(), TERMY - y );
3119 if( h == -2 ) {
3120 h = log_height;
3121 }
3122 h += spacer;
3123 if( panel.toggle && panel.render() && h > 0 ) {
3124 if( panel.always_draw || draw_this_turn ) {
3125 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3126 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3127 }
3128 if( show_panel_adm ) {
3129 const std::string panel_name = _( panel.get_name() );
3130 const int panel_name_width = utf8_width( panel_name );
3131 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3132 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3133 werase( label );
3134 mvwprintz( label, point_zero, c_light_red, panel_name );
3136 label = catacurses::newwin( h, 1,
3137 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3138 werase( label );
3139 if( h == 1 ) {
3141 } else {
3143 for( int i = 1; i < h - 1; i++ ) {
3145 }
3146 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3147 }
3149 }
3150 y += h;
3151 }
3152 }
3153 }
3154 previous_turn = current_turn;
3155}
bool show_panel_adm
Definition: game.h:1014
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:579

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3157 of file game.cpp.

3158{
3159 w_pixel_minimap = w;
3160}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 854 of file animation.cpp.

855{
856}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 805 of file animation.cpp.

806{
807 draw_sct_curses( *this );
808}
void draw_sct_curses(const game &g)
Definition: animation.cpp:772

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3213 of file game.cpp.

3214{
3216 draw_sounds );
3217}
bool is_looking
Definition: game.h:224

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3219 of file game.cpp.

3220{
3222
3223 m.draw( w_terrain, center );
3224
3225 if( draw_sounds ) {
3227 }
3228
3229 for( Creature &critter : all_creatures() ) {
3230 draw_critter( critter, center );
3231 }
3232
3233 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3234 // Draw auto-move preview trail
3235 const tripoint &final_destination = destination_preview.back();
3236 tripoint line_center = u.pos() + u.view_offset;
3237 draw_line( final_destination, line_center, destination_preview, true );
3238 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3239 POSY - u.posy() ), c_white, 'X' );
3240 }
3241
3242 if( u.controlling_vehicle && !looking ) {
3243 draw_veh_dir_indicator( false );
3244 draw_veh_dir_indicator( true );
3245 }
3246 // Place the cursor over the player as is expected by screen readers.
3247 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3248}
int posx() const override
Definition: character.h:786
int posy() const override
Definition: character.h:789
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3195
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:11942
std::vector< tripoint > destination_preview
Definition: game.h:1066
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3265
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:677
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5742
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:2885
void wmove(const window &win, point p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 867 of file animation.cpp.

868{
869}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 6960 of file game.cpp.

6961{
6962 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
6963}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:6930

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 906 of file animation.cpp.

907{
908}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3265 of file game.cpp.

3266{
3267 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3268 auto col = next ? c_white : c_dark_gray;
3269 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3270 }
3271}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3250

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
point  mount 
)

Definition at line 949 of file animation.cpp.

951{
952}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 764 of file animation.cpp.

765{
767}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:745

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 840 of file animation.cpp.

841{
842 draw_zones_curses( w_terrain, start, end, offset );
843}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:813

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8007 of file game.cpp.

8008{
8010}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2423
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8012 of file game.cpp.

8013{
8014 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8015 u.drop( game_menus::inv::multidrop( u ), *pnt );
8016 }
8017}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 39 of file dump.cpp.

41{
42 try {
44 } catch( const std::exception &err ) {
45 std::cerr << "Error loading data from json: " << err.what() << std::endl;
46 return false;
47 }
48
49 std::vector<std::string> header;
50 std::vector<std::vector<std::string>> rows;
51
52 int scol = 0; // sorting column
53
54 std::map<std::string, standard_npc> test_npcs;
55 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
56 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
57 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
58 4, 8, 8, 8, 10 /* PER 10 */ );
59 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
60 4, 10, 8, 8, 8 /* STAT 10 */ );
61 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
62 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
64 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
65
66 std::map<std::string, item> test_items;
67 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
68 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
70 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
71 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
72
73 if( what == "AMMO" ) {
74 header = {
75 "Name", "Ammo", "Volume", "Weight", "Stack",
76 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
77 };
78 auto dump = [&rows]( const item & obj ) {
79 std::vector<std::string> r;
80 r.push_back( obj.tname( 1, false ) );
81 r.push_back( obj.ammo_type().str() );
82 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
83 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
84 r.push_back( std::to_string( obj.type->stack_size ) );
85 r.push_back( std::to_string( obj.type->ammo->range ) );
86 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
87 r.push_back( std::to_string( obj.type->ammo->recoil ) );
88 damage_instance damage = obj.type->ammo->damage;
89 r.push_back( std::to_string( damage.total_damage() ) );
90 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
91 rows.push_back( r );
92 };
93 for( const itype *e : item_controller->all() ) {
94 if( e->ammo ) {
95 dump( item( e, calendar::turn, item::solitary_tag {} ) );
96 }
97 }
98
99 } else if( what == "ARMOR" ) {
100 header = {
101 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
102 };
103 auto dump = [&rows]( const item & obj ) {
104 std::vector<std::string> r;
105 r.push_back( obj.tname( 1, false ) );
106 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
107 r.push_back( std::to_string( obj.get_warmth() ) );
108 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
109 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
110 r.push_back( std::to_string( obj.get_coverage() ) );
111 r.push_back( std::to_string( obj.bash_resist() ) );
112 r.push_back( std::to_string( obj.cut_resist() ) );
113 r.push_back( std::to_string( obj.bullet_resist() ) );
114 r.push_back( std::to_string( obj.acid_resist() ) );
115 r.push_back( std::to_string( obj.fire_resist() ) );
116 rows.push_back( r );
117 };
118
119 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
120
121 for( const itype *e : item_controller->all() ) {
122 if( e->armor ) {
123 item obj( e );
124 if( bp == num_bp || obj.covers( bp ) ) {
125 if( obj.has_flag( flag_VARSIZE ) ) {
126 obj.set_flag( "FIT" );
127 }
128 dump( obj );
129 }
130 }
131 }
132
133 } else if( what == "EDIBLE" ) {
134 header = {
135 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
136 };
137 for( const auto &v : vitamin::all() ) {
138 header.push_back( v.second.name() );
139 }
140 auto dump = [&rows]( const item & obj ) {
141 std::vector<std::string> r;
142 r.push_back( obj.tname( 1, false ) );
143 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
144 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
145 r.push_back( std::to_string( obj.type->stack_size ) );
146 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
147 r.push_back( std::to_string( obj.get_comestible()->quench ) );
148 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
149 auto vits = obj.get_comestible()->default_nutrition.vitamins;
150 for( const auto &v : vitamin::all() ) {
151 r.push_back( std::to_string( vits[ v.first ] ) );
152 }
153 rows.push_back( r );
154 };
155
156 for( const itype *e : item_controller->all() ) {
158
159 if( food.is_food() && g->u.can_eat( food ).success() ) {
160 dump( food );
161 }
162 }
163
164 } else if( what == "GUN" ) {
165 header = {
166 "Name", "Ammo", "Volume", "Weight", "Capacity",
167 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
168 "Aim time", "Effective range", "Snapshot range", "Max range"
169 };
170
171 std::set<std::string> locations;
172 for( const itype *e : item_controller->all() ) {
173 if( e->gun ) {
174 std::transform( e->gun->valid_mod_locations.begin(),
175 e->gun->valid_mod_locations.end(),
176 std::inserter( locations, locations.begin() ),
177 []( const std::pair<gunmod_location, int> &q ) {
178 return q.first.name();
179 } );
180 }
181 }
182 for( const auto &e : locations ) {
183 header.push_back( e );
184 }
185
186 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
187 std::vector<std::string> r;
188 r.push_back( obj.tname( 1, false ) );
189 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
190 obj.ammo_types().end(), []( const ammotype & at ) {
191 return at.str();
193 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
194 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
195 r.push_back( std::to_string( obj.ammo_capacity() ) );
196 r.push_back( std::to_string( obj.gun_range() ) );
197 r.push_back( std::to_string( obj.gun_dispersion() ) );
198 r.push_back( std::to_string( obj.gun_recoil() ) );
199 damage_instance damage = obj.gun_damage();
200 r.push_back( std::to_string( damage.total_damage() ) );
201 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
202
203 r.push_back( std::to_string( ranged::gun_engagement_moves( who, obj ) ) );
204
205 for( const auto &e : locations ) {
206 const auto &vml = obj.type->gun->valid_mod_locations;
207 const auto iter = vml.find( e );
208 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
209 }
210 rows.push_back( r );
211 };
212 for( const itype *e : item_controller->all() ) {
213 if( e->gun ) {
214 item gun( e );
215 if( !gun.magazine_integral() ) {
216 gun.put_in( item( gun.magazine_default() ) );
217 }
218 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
219
220 dump( test_npcs[ "S1" ], gun );
221
222 if( gun.type->gun->barrel_length > 0_ml ) {
223 gun.put_in( item( "barrel_small" ) );
224 dump( test_npcs[ "S1" ], gun );
225 }
226 }
227 }
228
229 } else if( what == "RECIPE" ) {
230
231 // optionally filter recipes to include only those using specified skills
232 recipe_subset dict;
233 for( const auto &r : recipe_dict ) {
234 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
235 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
236 return true;
237 }
238 const auto iter = r.second.required_skills.find( skill_id( s ) );
239 return iter != r.second.required_skills.end() && iter->second > 0;
240 } ) ) {
241 dict.include( &r.second );
242 }
243 }
244
245 // only consider skills that are required by at least one recipe
246 std::vector<Skill> sk;
247 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
248 std::back_inserter( sk ), [&dict]( const Skill & s ) {
249 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
250 return r->skill_used == s.ident() ||
251 r->required_skills.find( s.ident() ) != r->required_skills.end();
252 } );
253 } );
254
255 header = { "Result" };
256
257 for( const auto &e : sk ) {
258 header.push_back( e.ident().str() );
259 }
260
261 for( const recipe *e : dict ) {
262 std::vector<std::string> r;
263 r.push_back( e->result_name() );
264 for( const auto &s : sk ) {
265 if( e->skill_used == s.ident() ) {
266 r.push_back( std::to_string( e->difficulty ) );
267 } else {
268 auto iter = e->required_skills.find( s.ident() );
269 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
270 }
271 }
272 rows.push_back( r );
273 }
274
275 } else if( what == "VEHICLE" ) {
276 header = {
277 "Name", "Weight (empty)", "Weight (fueled)",
278 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
279 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
280 };
281 auto dump = [&rows]( const vproto_id & obj ) {
282 vehicle veh_empty( obj, 0, 0 );
283 vehicle veh_fueled( obj, 100, 0 );
284
285 std::vector<std::string> r;
286 r.push_back( veh_empty.name );
287 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
288 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
289 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
290 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
293 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
294 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
295 r.push_back( std::to_string( static_cast<int>( 50 *
296 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
297 rows.push_back( r );
298 };
299 for( auto &e : vehicle_prototype::get_all() ) {
300 dump( e );
301 }
302
303 } else if( what == "VPART" ) {
304 header = {
305 "Name", "Location", "Weight", "Size"
306 };
307 auto dump = [&rows]( const vpart_info & obj ) {
308 std::vector<std::string> r;
309 r.push_back( obj.name() );
310 r.push_back( obj.location );
311 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
312 r.push_back( std::to_string( w ) );
313 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
314 rows.push_back( r );
315 };
316 for( const auto &e : vpart_info::all() ) {
317 dump( e.second );
318 }
319
320 } else {
321 std::cerr << "unknown argument: " << what << std::endl;
322 return false;
323 }
324
325 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
326 return e.empty();
327 } ), rows.end() );
328
329 if( scol >= 0 ) {
330 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
331 const std::vector<std::string> &rhs ) {
332 return localized_compare( lhs[ scol ], rhs[ scol ] );
333 } );
334 }
335
336 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
337
338 switch( mode ) {
339 case dump_mode::TSV:
340 rows.insert( rows.begin(), header );
341 for( const auto &r : rows ) {
342 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
343 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
344 std::cout << r.back() << "\n";
345 }
346 break;
347
348 case dump_mode::HTML:
349 std::cout << "<table>";
350
351 std::cout << "<thead>";
352 std::cout << "<tr>";
353 for( const auto &col : header ) {
354 std::cout << "<th>" << col << "</th>";
355 }
356 std::cout << "</tr>";
357 std::cout << "</thead>";
358
359 std::cout << "<tdata>";
360 for( const auto &r : rows ) {
361 std::cout << "<tr>";
362 for( const auto &col : r ) {
363 std::cout << "<td>" << col << "</td>";
364 }
365 std::cout << "</tr>";
366 }
367 std::cout << "</tdata>";
368
369 std::cout << "</table>";
370 break;
371 }
372
373 return true;
374}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4958
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:995
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1353
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:695
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1639
void load_core_bn_modfiles()
Load & finalize modlist that consists of single vanilla BN core "mod".
Definition: init.cpp:863
int gun_engagement_moves(const Character &who, const item &gun, int target=0, int start=MAX_RECOIL)
How many moves does it take to aim gun to the target accuracy.
Definition: ranged.cpp:583
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:637
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:231
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157

References vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), flag_VARSIZE(), g, get_body_part_token(), itype::gun, ranged::gun_engagement_moves(), item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, init::load_core_bn_modfiles(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2700 of file game.cpp.

2701{
2702 return *event_bus_ptr;
2703}
pimpl< event_bus > event_bus_ptr
Definition: game.h:953

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
point  cp = point_zero 
)

open vehicle interaction screen

Definition at line 4953 of file game.cpp.

4954{
4955 if( veh.magic ) {
4956 add_msg( m_info, _( "This is your %s" ), veh.name );
4957 return;
4958 }
4959 auto act = veh_interact::run( veh, c );
4960 if( act ) {
4961 u.moves = 0;
4963 }
4964}
static player_activity run(vehicle &veh, point p)
bool magic
Definition: vehicle.h:1891
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5344 of file game.cpp.

5345{
5346 // if we are driving a vehicle, examine the
5347 // current tile without asking.
5348 const optional_vpart_position vp = m.veh_at( u.pos() );
5349 if( vp && vp->vehicle().player_in_control( u ) ) {
5350 examine( u.pos() );
5351 return;
5352 }
5353
5354 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5355 _( "There is nothing that can be examined nearby." ),
5356 ACTION_EXAMINE, false );
5357 if( !examp_ ) {
5358 return;
5359 }
5360 u.manual_examine = true;
5361 examine( *examp_ );
5362 u.manual_examine = false;
5363}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1042
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5344
bool manual_examine
Definition: player.h:249

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5432 of file game.cpp.

5433{
5434 if( disable_robot( examp ) ) {
5435 return;
5436 }
5437
5438 Creature *c = critter_at( examp );
5439 if( c != nullptr ) {
5440 monster *mon = dynamic_cast<monster *>( c );
5441 if( mon != nullptr ) {
5442 add_msg( _( "There is a %s." ), mon->get_name() );
5443 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5444 if( monexamine::pet_menu( *mon ) ) {
5445 return;
5446 }
5447 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5448 if( monexamine::mech_hack( *mon ) ) {
5449 return;
5450 }
5451 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5452 if( monexamine::pay_bot( *mon ) ) {
5453 return;
5454 }
5455 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5456 if( monexamine::mfriend_menu( *mon ) ) {
5457 return;
5458 }
5459 }
5460 } else if( u.is_mounted() ) {
5461 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5462 }
5463 npc *np = dynamic_cast<npc *>( c );
5464 if( np != nullptr && !u.is_mounted() ) {
5465 if( npc_menu( *np ) ) {
5466 return;
5467 }
5468 } else if( np != nullptr && u.is_mounted() ) {
5469 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5470 }
5471 }
5472
5473 const optional_vpart_position vp = m.veh_at( examp );
5474 if( vp && u.is_mounted() ) {
5475 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5476 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5477 } else {
5478 vp->vehicle().interact_with( examp, vp->part_index() );
5479 return;
5480 }
5481 } else if( vp && !u.is_mounted() ) {
5482 vp->vehicle().interact_with( examp, vp->part_index() );
5483 return;
5484 }
5485
5486 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5487 use_computer( examp );
5488 return;
5489 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5490 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5491 }
5492 const furn_t &xfurn_t = m.furn( examp ).obj();
5493 const ter_t &xter_t = m.ter( examp ).obj();
5494
5495 const tripoint player_pos = u.pos();
5496
5497 if( m.has_furn( examp ) && !u.is_mounted() ) {
5498 xfurn_t.examine( u, examp );
5499 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5500 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5501 } else {
5502 if( !u.is_mounted() ) {
5503 xter_t.examine( u, examp );
5504 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5505 xter_t.examine( u, examp );
5506 } else {
5507 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5508 }
5509 }
5510
5511 // Did the player get moved? Bail out if so; our examp probably
5512 // isn't valid anymore.
5513 if( player_pos != u.pos() ) {
5514 return;
5515 }
5516
5517 bool none = true;
5518 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5519 none = false;
5520 }
5521
5522 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5523 iexamine::trap( u, examp );
5524 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5525 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5526 }
5527
5528 // In case of teleport trap or somesuch
5529 if( player_pos != u.pos() ) {
5530 return;
5531 }
5532
5533 // Feedback for fire lasting time, this can be judged while mounted
5534 const std::string fire_fuel = get_fire_fuel_string( examp );
5535 if( !fire_fuel.empty() ) {
5536 add_msg( fire_fuel );
5537 }
5538
5539 if( m.has_flag( "SEALED", examp ) ) {
5540 if( none ) {
5541 if( m.has_flag( "UNSTABLE", examp ) ) {
5542 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5543 } else {
5544 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5545 }
5546 }
5547 } else {
5548 //examp has no traps, is a container and doesn't have a special examination function
5549 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5550 m.has_flag( "CONTAINER", examp ) && none ) {
5551 add_msg( _( "It is empty." ) );
5552 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5553 xfurn_t.examine == &iexamine::fireplace ) ||
5554 xfurn_t.examine == &iexamine::workbench ||
5555 xfurn_t.examine == &iexamine::transform ) {
5556 return;
5557 } else {
5559 if( !u.is_mounted() ) {
5560 pickup::pick_up( examp, 0 );
5561 }
5562 }
5563 }
5564}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1581
@ A_FRIENDLY
Definition: creature.h:169
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4464
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8593
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5235
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1401
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5167
ter_id ter(const tripoint &p) const
Definition: map.cpp:1556
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1049
std::string get_name() const override
Definition: monster.cpp:488
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5365
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2916
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6194
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:252
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3815
bool pet_menu(monster &z)
Definition: monexamine.cpp:67
bool mech_hack(monster &z)
Definition: monexamine.cpp:428
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:502
bool pay_bot(monster &z)
Definition: monexamine.cpp:461
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:574
iexamine_function examine
Definition: mapdata.h:402
Definition: mapdata.h:461
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::transform(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 51 of file descriptions.cpp.

52{
54 const int top = 3;
55 int width = 0;
56 catacurses::window w_head;
57 catacurses::window w_main;
58 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
59 const int left = 0;
60 const int right = TERMX;
61 const int bottom = TERMY;
62 width = right - left;
63 const int height = bottom - top;
64 w_head = catacurses::newwin( top, TERMX, point_zero );
65 w_main = catacurses::newwin( height, width, point( left, top ) );
66 ui.position( point_zero, point( TERMX, TERMY ) );
67 } );
68 ui.mark_resize();
69
70 // Default to critter (if any), furniture (if any), then terrain.
72 if( seen_critter( *this, p ) != nullptr ) {
74 } else if( get_map().has_furn( p ) ) {
76 }
77
78 std::string action;
79 input_context ctxt( "EXTENDED_DESCRIPTION" );
80 ctxt.register_action( "CREATURE" );
81 ctxt.register_action( "FURNITURE" );
82 ctxt.register_action( "TERRAIN" );
83 ctxt.register_action( "CONFIRM" );
84 ctxt.register_action( "QUIT" );
85 ctxt.register_action( "HELP_KEYBINDINGS" );
86
87 ui.on_redraw( [&]( const ui_adaptor & ) {
88 werase( w_head );
90 _( "[%s] describe creatures, [%s] describe furniture, "
91 "[%s] describe terrain, [%s] close." ),
92 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
93 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
94
95 // Set up line drawings
96 for( int i = 0; i < TERMX; i++ ) {
97 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
98 }
99
100 wnoutrefresh( w_head );
101
102 std::string desc;
103 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
104 switch( cur_target ) {
106 const Creature *critter = seen_critter( *this, p );
107 if( critter != nullptr ) {
108 desc = critter->extended_description();
109 } else {
110 desc = _( "You do not see any creature here." );
111 }
112 }
113 break;
115 if( !u.sees( p ) || !m.has_furn( p ) ) {
116 desc = _( "You do not see any furniture here." );
117 } else {
118 const furn_id fid = m.furn( p );
119 if( display_mod_source ) {
120 const std::string mod_src = enumerate_as_string( fid->src.begin(),
121 fid->src.end(), []( const std::pair<furn_str_id, mod_id> &source ) {
122 return string_format( "'%s'", source.second->name() );
124 desc = string_format( _( "Origin: %s\n" ), mod_src );
125 }
126 if( display_object_ids ) {
127 desc += colorize( string_format( "[%s]\n", fid.id() ), c_light_blue );
128 }
129 desc += fid.obj().extended_description();
130 }
131 break;
133 if( !u.sees( p ) ) {
134 desc = _( "You can't see the terrain here." );
135 } else {
136 const ter_id tid = m.ter( p );
137 if( display_mod_source ) {
138 const std::string mod_src = enumerate_as_string( tid->src.begin(),
139 tid->src.end(), []( const std::pair<ter_str_id, mod_id> &source ) {
140 return string_format( "'%s'", source.second->name() );
142 desc = string_format( _( "Origin: %s\n" ), mod_src );
143 }
144 if( display_object_ids ) {
145 desc += colorize( string_format( "[%s]\n", tid.id() ), c_light_blue );
146 }
147 desc += tid.obj().extended_description();
148 }
149 break;
150 }
151
152 std::string signage = m.get_signage( p );
153 if( !signage.empty() ) {
154 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
155 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
156 signage );
157 }
158
159 werase( w_main );
160 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
161 wnoutrefresh( w_main );
162 } );
163
164 do {
166 action = ctxt.handle_input();
167 if( action == "CREATURE" ) {
168 cur_target = description_target::creature;
169 } else if( action == "FURNITURE" ) {
171 } else if( action == "TERRAIN" ) {
172 cur_target = description_target::terrain;
173 }
174 } while( action != "CONFIRM" && action != "QUIT" );
175}
bool display_object_ids
Display internal IDs for items, furniture, terrain and monsters.
bool display_mod_source
Display mod source for items, furniture, terrain and monsters.
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:146
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
std::string get_signage(const tripoint &p) const
Definition: map.cpp:4028
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, point begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::vector< std::pair< furn_str_id, mod_id > > src
Definition: mapdata.h:498
std::string extended_description() const
std::vector< std::pair< ter_str_id, mod_id > > src
Definition: mapdata.h:463

References _, action, arrow, c_light_blue, c_light_gray, c_white, colorize(), creature, display_mod_source, display_object_ids, enumerate_as_string(), map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), int_id< T >::id(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), ter_t::src, furn_t::src, string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 6888 of file game.cpp.

6889{
6890 std::map<std::string, map_item_stack> temp_items;
6891 std::vector<map_item_stack> ret;
6892 std::vector<std::string> item_order;
6893
6894 if( u.is_blind() ) {
6895 return ret;
6896 }
6897
6898 int range = fov_3d ? ( fov_3d_z_range * 2 ) + 1 : 1;
6899 int center_z = u.pos().z;
6900
6901 for( int i = 1; i <= range; i++ ) {
6902 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
6903 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
6904 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
6905 u.sees( points_p_it ) &&
6906 m.sees_some_items( points_p_it, u ) ) {
6907
6908 for( auto &elem : m.i_at( points_p_it ) ) {
6909 const std::string name = elem.tname();
6910 const tripoint relative_pos = points_p_it - u.pos();
6911
6912 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
6913 item_order.push_back( name );
6914 temp_items[name] = map_item_stack( &elem, relative_pos );
6915 } else {
6916 temp_items[name].add_at_pos( &elem, relative_pos );
6917 }
6918 }
6919 }
6920 }
6921 }
6922
6923 for( auto &elem : item_order ) {
6924 ret.push_back( temp_items[elem] );
6925 }
6926
6927 return ret;
6928}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6237
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1869 of file game.cpp.

1870{
1871 return overmap_buffer.find_npc( id ).get();
1872}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10382 of file game.cpp.

10384{
10385 const int omtilesz = SEEX * 2;
10386 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10387 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10388 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10389
10390 // Try to find the stairs.
10392 int best = INT_MAX;
10393 const int movez = z_after - get_levz();
10394 const bool going_down_1 = movez == -1;
10395 const bool going_up_1 = movez == 1;
10396 // If there are stairs on the same x and y as we currently are, use those
10397 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10398 stairs.emplace( u.pos() + tripoint_below );
10399 }
10400 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10401 stairs.emplace( u.pos() + tripoint_above );
10402 }
10403 // We did not find stairs directly above or below, so search the map for them
10404 if( !stairs.has_value() ) {
10405 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10406 if( rl_dist( u.pos(), dest ) <= best &&
10407 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10408 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10409 mp.ter( dest ) == t_manhole_cover ) ) ||
10410 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10411 stairs.emplace( dest );
10412 best = rl_dist( u.pos(), dest );
10413 }
10414 }
10415 }
10416
10417 if( stairs.has_value() ) {
10418 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10419 npc *guy = dynamic_cast<npc *>( blocking_creature );
10420 monster *mon = dynamic_cast<monster *>( blocking_creature );
10421 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10422 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10423 std::string cr_name = blocking_creature->get_name();
10424 std::string msg;
10425 if( guy ) {
10426 //~ %s is the name of hostile NPC
10427 msg = string_format( _( "%s is in the way!" ), cr_name );
10428 } else {
10429 //~ %s is some monster
10430 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10431 }
10432
10433 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10434 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10435 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10436 add_msg( msg );
10437 return cata::nullopt;
10438 }
10439 }
10440 return stairs;
10441 }
10442
10443 // No stairs found! Try to make some
10444 rope_ladder = false;
10445 stairs.emplace( u.pos() );
10446 stairs->z = z_after;
10447 // Check the destination area for lava.
10448 if( mp.ter( *stairs ) == t_lava ) {
10449 if( movez < 0 &&
10450 !query_yn(
10451 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10452 return cata::nullopt;
10453 } else if( movez > 0 &&
10454 !query_yn(
10455 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10456 return cata::nullopt;
10457 }
10458
10459 return stairs;
10460 }
10461
10462 if( movez > 0 ) {
10463 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10464 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10465 return cata::nullopt;
10466 }
10467 }
10468 // Manhole covers need this to work
10469 // Maybe require manhole cover here and fail otherwise?
10470 return stairs;
10471 }
10472
10473 if( mp.impassable( *stairs ) ) {
10474 popup( _( "Halfway down, the way down becomes blocked off." ) );
10475 return cata::nullopt;
10476 }
10477
10478 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10479 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10480 rope_ladder = true;
10481 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10482 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10483 } else {
10484 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10485 }
10486 } else {
10487 return cata::nullopt;
10488 }
10489 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10490 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10491 if( u.has_trait( trait_VINES2 ) ) {
10492 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10493 rope_ladder = true;
10494 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10495 u.mod_pain( 5 );
10496 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10497 u.mod_stored_nutr( 10 );
10498 u.mod_thirst( 10 );
10499 } else {
10500 add_msg( _( "You gingerly descend using your vines." ) );
10501 }
10502 } else {
10503 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10504 rope_ladder = true;
10505 u.mod_stored_nutr( 10 );
10506 u.mod_thirst( 10 );
10507 }
10508 } else {
10509 return cata::nullopt;
10510 }
10511 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10512 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10513 rope_ladder = true;
10515 } else {
10516 return cata::nullopt;
10517 }
10518 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10519 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10520 rope_ladder = true;
10522 } else {
10523 return cata::nullopt;
10524 }
10525 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10526 return cata::nullopt;
10527 }
10528
10529 return stairs;
10530}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:750
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8358
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9585
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4402
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4292
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3317
T & emplace(Args &&... args)
Definition: optional.h:146
constexpr bool has_value() const noexcept
Definition: optional.h:123
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8309
bool impassable(const tripoint &p) const
Definition: map.cpp:1853
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8638
bool is_enemy() const
Definition: npc.cpp:2059
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:9918
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:722
ter_id t_lava
Definition: mapdata.cpp:697
ter_id t_elevator
Definition: mapdata.cpp:725
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:281
static constexpr tripoint tripoint_above
Definition: point.h:280

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, Character::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 9720 of file game.cpp.

9722{
9723 if( c == nullptr ) {
9724 debugmsg( "game::fling_creature invoked on null target" );
9725 return;
9726 }
9727
9728 if( c->is_dead_state() ) {
9729 // Flinging a corpse causes problems, don't enable without testing
9730 return;
9731 }
9732
9733 if( c->is_hallucination() ) {
9734 // Don't fling hallucinations
9735 return;
9736 }
9737
9738 bool thru = true;
9739 const bool is_u = ( c == &u );
9740 // Don't animate critters getting bashed if animations are off
9741 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9742
9743 player *p = dynamic_cast<player *>( c );
9744
9745 tileray tdir( dir );
9746 int range = flvel / 10;
9747 tripoint pt = c->pos();
9748 tripoint prev_point = pt;
9749 bool force_next = false;
9750 tripoint next_forced;
9751 while( range > 0 ) {
9752 c->set_underwater( false );
9753 // TODO: Check whenever it is actually in the viewport
9754 // or maybe even just redraw the changed tiles
9755 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9756 if( force_next ) {
9757 pt = next_forced;
9758 force_next = false;
9759 } else {
9760 tdir.advance();
9761 pt.x = c->posx() + tdir.dx();
9762 pt.y = c->posy() + tdir.dy();
9763 }
9764 float force = 0;
9765
9766 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9767 //We process the intervening tile on this iteration and then the current tile on the next
9768 next_forced = pt;
9769 force_next = true;
9770 if( one_in( 2 ) ) {
9771 pt.x = prev_point.x;
9772 } else {
9773 pt.y = prev_point.y;
9774 }
9775 }
9776
9777
9778 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9779 monster &critter = *mon_ptr;
9780 // Approximate critter's "stopping power" with its max hp
9781 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9782 const int damage = rng( force, force * 2.0f ) / 6;
9783 c->impact( damage, pt );
9784 // Multiply zed damage by 6 because no body parts
9785 const int zed_damage = std::max( 0,
9786 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9787 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9788 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9789 critter.check_dead_state();
9790 if( !critter.is_dead() ) {
9791 thru = false;
9792 }
9793 } else if( m.impassable( pt ) ) {
9794 if( !m.veh_at( pt ).obstacle_at_part() ) {
9795 force = std::min<float>( m.bash_strength( pt ), flvel );
9796 } else {
9797 // No good way of limiting force here
9798 // Keep it 1 less than maximum to make the impact hurt
9799 // but to keep the target flying after it
9800 force = flvel - 1;
9801 }
9802 const int damage = rng( force, force * 2.0f ) / 9;
9803 c->impact( damage, pt );
9804 if( m.is_bashable( pt ) ) {
9805 // Only go through if we successfully make the tile passable
9806 m.bash( pt, flvel );
9807 thru = m.passable( pt );
9808 } else {
9809 thru = false;
9810 }
9811 }
9812
9813 // If the critter dies during flinging, moving it around causes debugmsgs
9814 if( c->is_dead_state() ) {
9815 return;
9816 }
9817
9818 flvel -= force;
9819 if( thru ) {
9820 if( p != nullptr ) {
9821 if( p->in_vehicle ) {
9822 m.unboard_vehicle( p->pos() );
9823 }
9824 // If we're flinging the player around, make sure the map stays centered on them.
9825 if( is_u && !suppress_map_update ) {
9826 update_map( pt.x, pt.y );
9827 } else {
9828 p->setpos( pt );
9829 }
9830 } else if( !critter_at( pt ) ) {
9831 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9832 // Just don't setpos if it happens - next iteration will do so
9833 // or the monster will stop a tile before the unpassable one
9834 c->setpos( pt );
9835 }
9836 } else {
9837 // Don't zero flvel - count this as slamming both the obstacle and the ground
9838 // although at lower velocity
9839 break;
9840 }
9841 //Vehicle wall tiles don't count for range
9842 if( !force_next ) {
9843 range--;
9844 }
9845 prev_point = pt;
9846 if( animate && ( seen || u.sees( *c ) ) ) {
9851 }
9852 }
9853
9854 // Fall down to the ground - always on the last reached tile
9855 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9856 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9857 // Didn't smash into a wall or a floor so only take the fall damage
9858 if( thru && trap_under_creature == tr_ledge ) {
9859 m.creature_on_trap( *c, false );
9860 } else {
9861 // Fall on ground
9862 int force = rng( flvel, flvel * 2 ) / 9;
9863 if( controlled ) {
9864 force = std::max( force / 2 - 5, 0 );
9865 }
9866 if( force > 0 ) {
9867 int dmg = c->impact( force, c->pos() );
9868 // TODO: Make landing damage the floor
9869 m.bash( c->pos(), dmg / 4, false, false, false );
9870 }
9871 // Always apply traps to creature i.e. bear traps, tele traps etc.
9872 m.creature_on_trap( *c, false );
9873 }
9874 } else {
9875 c->set_underwater( true );
9876 if( is_u ) {
9877 if( controlled ) {
9878 add_msg( _( "You dive into water." ) );
9879 } else {
9880 add_msg( m_warning, _( "You fall into water." ) );
9881 }
9882 }
9883 }
9884}
void setpos(const tripoint &p) override
Definition: character.h:804
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1845
point update_map(player &p)
Definition: game.cpp:10609
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2518
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6525
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3554
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1139
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2483
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8515
bool passable(const tripoint &p) const
Definition: map.cpp:1858
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1888
bool is_dead() const
Definition: monster.cpp:2786
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1669
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2494
Definition: player.h:84
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Redraw all invalidated windows without invalidating the top window.
Definition: ui_manager.cpp:394
int hp
Definition: mtype.h:270
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:137
int x
Definition: point.h:136

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, inp_mngr, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), input_manager::pump_events(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 4966 of file game.cpp.

4967{
4968 const auto valid_location = [&]( const tripoint & p ) {
4969 return g->is_empty( p );
4970 };
4971 const auto get_random_point = [&]() -> tripoint {
4972 if( auto pos = random_point( m.points_in_radius( p, 2 ), valid_location ) )
4973 {
4974 return p * 2 - ( *pos );
4975 } else
4976 {
4977 return p;
4978 }
4979 };
4980
4981 const std::string &door_name = door_type.obj().name();
4982 const tripoint kbp = get_random_point();
4983
4984 // can't pushback any creatures/items anywhere, that means the door can't close.
4985 const bool cannot_push = kbp == p;
4986 const bool can_see = u.sees( p );
4987
4988 player *npc_or_player = critter_at<player>( p, false );
4989 if( npc_or_player != nullptr ) {
4990 if( bash_dmg <= 0 ) {
4991 return false;
4992 }
4993 if( npc_or_player->is_npc() && can_see ) {
4994 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
4995 } else if( npc_or_player->is_player() ) {
4996 add_msg( m_bad, _( "The %s hits you." ), door_name );
4997 }
4998 if( npc_or_player->activity ) {
4999 npc_or_player->cancel_activity();
5000 }
5001 // TODO: make the npc angry?
5002 npc_or_player->hitall( bash_dmg, 0, nullptr );
5003 if( cannot_push ) {
5004 return false;
5005 }
5006 // TODO implement who was closing the door and replace nullptr
5007 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5008 // TODO: perhaps damage/destroy the gate
5009 // if the npc was really big?
5010 }
5011 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5012 monster &critter = *mon_ptr;
5013 if( bash_dmg <= 0 ) {
5014 return false;
5015 }
5016 if( can_see ) {
5017 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5018 }
5019 if( critter.type->size <= MS_SMALL ) {
5020 critter.die_in_explosion( nullptr );
5021 } else {
5022 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5023 critter.check_dead_state();
5024 }
5025 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5026 // big critters simply prevent the gate from closing
5027 // TODO: perhaps damage/destroy the gate
5028 // if the critter was really big?
5029 return false;
5030 }
5031 if( !critter.is_dead() ) {
5032 // Still alive? Move the critter away so the door can close
5033 if( cannot_push ) {
5034 return false;
5035 }
5036 // TODO implement who was closing the door and replace nullptr
5037 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5038 if( critter_at( p ) ) {
5039 return false;
5040 }
5041 }
5042 }
5043 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5044 if( bash_dmg <= 0 ) {
5045 return false;
5046 }
5047 vp->vehicle().damage( vp->part_index(), bash_dmg );
5048 if( m.veh_at( p ) ) {
5049 // Check again in case all parts at the door tile
5050 // have been destroyed, if there is still a vehicle
5051 // there, the door can not be closed
5052 return false;
5053 }
5054 }
5055 if( bash_dmg < 0 && !m.i_at( p ).empty() ) {
5056 return false;
5057 }
5058 if( bash_dmg == 0 ) {
5059 for( auto &elem : m.i_at( p ) ) {
5060 if( elem.made_of( LIQUID ) ) {
5061 // Liquids are OK, will be destroyed later
5062 continue;
5063 } else if( elem.volume() < 250_ml ) {
5064 // Dito for small items, will be moved away
5065 continue;
5066 }
5067 // Everything else prevents the door from closing
5068 return false;
5069 }
5070 }
5071
5072 m.ter_set( p, door_type );
5073 if( m.has_flag( "NOITEM", p ) ) {
5074 map_stack items = m.i_at( p );
5075 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5076 if( it->made_of( LIQUID ) ) {
5077 it = items.erase( it );
5078 continue;
5079 }
5080 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5081 if( can_see ) {
5082 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5083 } else {
5084 add_msg( m_warning, _( "Something shatters!" ) );
5085 }
5086 it = items.erase( it );
5087 continue;
5088 }
5089 if( cannot_push ) {
5090 return false;
5091 }
5092 m.add_item_or_charges( kbp, *it );
5093 it = items.erase( it );
5094 }
5095 }
5096 return true;
5097}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8635
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
Definition: game.cpp:4224
iterator erase(const_iterator it) override
Definition: map.cpp:152
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1697
void die_in_explosion(Creature *source)
Definition: monster.cpp:1683
bool is_npc() const override
Definition: player.h:103
bool is_player() const override
Definition: player.h:93
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:513
m_size size
Definition: mtype.h:262

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::empty(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, and map::veh_at().

◆ gametype()

special_game_type game::gametype ( ) const

Definition at line 535 of file game.cpp.

536{
538}

References gamemode, and NONE.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 11957 of file game.cpp.

11958{
11959 for( Creature &critter : all_creatures() ) {
11960 if( pred( critter ) ) {
11961 return &critter;
11962 }
11963 }
11964 return nullptr;
11965}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11867 of file game.cpp.

11869{
11870 std::vector<Creature *> result;
11871 for( Creature &critter : all_creatures() ) {
11872 if( pred( critter ) ) {
11873 result.push_back( &critter );
11874 }
11875 }
11876 return result;
11877}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11847 of file game.cpp.

11848{
11849 // The player is located in the middle submap of the map.
11851 const tripoint pos_om = sm_to_om_copy( sm );
11852 // TODO: fix point types
11853 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11854}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8319
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(point p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8677 of file game.cpp.

8678{
8679 std::vector<std::string> harmful_stuff;
8680 const auto fields_here = m.field_at( u.pos() );
8681 for( const auto &e : m.field_at( dest_loc ) ) {
8682 // warn before moving into a dangerous field except when already standing within a similar field
8683 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8684 harmful_stuff.push_back( e.second.name() );
8685 }
8686 }
8687
8688 if( !u.is_blind() ) {
8689 const trap &tr = m.tr_at( dest_loc );
8690 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8691 true ) );
8692 // HACK: Hack for now, later ledge should stop being a trap
8693 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8694 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8695 if( !boardable ) {
8696 harmful_stuff.emplace_back( tr.name() );
8697 }
8698 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8699 harmful_stuff.emplace_back( tr.name() );
8700 }
8701
8702 static const std::set< body_part > sharp_bps = {
8705 };
8706
8707 const auto sharp_bp_check = [this]( body_part bp ) {
8708 return character_funcs::is_bp_immune_to( u, bp, { DT_CUT, 10 } );
8709 };
8710
8711 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8712 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8713 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8714 harmful_stuff.emplace_back( m.name( dest_loc ) );
8715 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8716 m.veh_at( dest_loc ) ) &&
8717 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8718 harmful_stuff.emplace_back( m.name( dest_loc ) );
8719 }
8720
8721 }
8722
8723 return harmful_stuff;
8724}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:257
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6825
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:197
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5329
bool has_zlevels() const
Definition: map.h:1623
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2482
@ DT_CUT
Definition: damage.h:25
bool is_bp_immune_to(const Character &who, body_part bp, damage_unit dam)
Check if character's body part is immune to given damage.
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), character_funcs::is_bp_immune_to(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3582 of file game.cpp.

3583{
3584 // We're going to get the contiguous fishable terrain starting at
3585 // the provided fishing location (e.g. where a line was cast or a fish
3586 // trap was set), and then check whether or not fishable monsters are
3587 // actually in those locations. This will help us ensure that we're
3588 // getting our fish from the location that we're ACTUALLY fishing,
3589 // rather than just somewhere in the vicinity.
3590
3591 std::unordered_set<tripoint> visited;
3592
3593 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3594 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3595
3596 const inclusive_cuboid<tripoint> fishing_boundaries(
3597 fishing_boundary_min, fishing_boundary_max );
3598
3599 const auto get_fishable_terrain = [&]( tripoint starting_point,
3600 std::unordered_set<tripoint> &fishable_terrain ) {
3601 std::queue<tripoint> to_check;
3602 to_check.push( starting_point );
3603 while( !to_check.empty() ) {
3604 const tripoint current_point = to_check.front();
3605 to_check.pop();
3606
3607 // We've been here before, so bail.
3608 if( visited.find( current_point ) != visited.end() ) {
3609 continue;
3610 }
3611
3612 // This point is out of bounds, so bail.
3613 if( !fishing_boundaries.contains( current_point ) ) {
3614 continue;
3615 }
3616
3617 // Mark this point as visited.
3618 visited.emplace( current_point );
3619
3620 if( m.has_flag( "FISHABLE", current_point ) ) {
3621 fishable_terrain.emplace( current_point );
3622 to_check.push( current_point + point_south );
3623 to_check.push( current_point + point_north );
3624 to_check.push( current_point + point_east );
3625 to_check.push( current_point + point_west );
3626 }
3627 }
3628 return;
3629 };
3630
3631 // Starting at the provided location, get our fishable terrain
3632 // and populate a set with those locations which we'll then use
3633 // to determine if any fishable monsters are in those locations.
3634 std::unordered_set<tripoint> fishable_points;
3635 get_fishable_terrain( fish_pos, fishable_points );
3636
3637 return fishable_points;
3638}
static constexpr point point_west
Definition: point.h:268
static constexpr point point_south
Definition: point.h:266
static constexpr point point_north
Definition: point.h:262
static constexpr point point_east
Definition: point.h:264

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3640 of file game.cpp.

3642{
3643 std::vector<monster *> unique_fish;
3644 for( monster &critter : all_monsters() ) {
3645 // If it is fishable...
3646 if( critter.has_flag( MF_FISHABLE ) ) {
3647 const tripoint critter_pos = critter.pos();
3648 // ...and it is in a fishable location.
3649 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3650 unique_fish.push_back( &critter );
3651 }
3652 }
3653 }
3654
3655 return unique_fish;
3656}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 1966 of file game.cpp.

1967{
1968 return follower_ids;
1969}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 876 of file game.cpp.

877{
878 return *kill_tracker_ptr;
879}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11832 of file game.cpp.

11833{
11834 return m.get_abs_sub().x;
11835}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11837 of file game.cpp.

11838{
11839 return m.get_abs_sub().y;
11840}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7064 of file game.cpp.

7065{
7066 return moves_since_last_save;
7067}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 11879 of file game.cpp.

11880{
11881 std::vector<npc *> result;
11882 for( npc &guy : all_npcs() ) {
11883 if( pred( guy ) ) {
11884 result.push_back( &guy );
11885 }
11886 }
11887 return result;
11888}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 11967 of file game.cpp.

11968{
11969 return get_world_base_save_path() + "/" + base64_encode( get_avatar().get_save_id() );
11970}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:11972
friend avatar & get_avatar()
Definition: avatar.cpp:104

References base64_encode(), get_avatar, and get_world_base_save_path().

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 245 of file handle_action.cpp.

246{
247 input_context ctxt;
248 if( uquit == QUIT_WATCH ) {
249 ctxt = input_context( "DEFAULTMODE" );
250 ctxt.set_iso( true );
251 // The list of allowed actions in death-cam mode in game::handle_action
252 // *INDENT-OFF*
253 for( const action_id id : {
266 } ) {
267 ctxt.register_action( action_ident( id ) );
268 }
269 // *INDENT-ON*
270 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
271 } else {
273 }
274
276
277 user_turn current_turn;
278
279
280 // Checking early if we will need to handle animations
281 // If we do not need to handle animations that will not change as long as the user has not selected an action
282 // and we can handle it like we are not animating.
283 weather_printable wPrint;
284 bool animate_weather = false;
285 bool animate_sct = false;
286 bool do_animations = [&]() {
287 if( get_option<bool>( "ANIMATIONS" ) ) {
288 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
289
290 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
291 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
292
293#if defined(TILES)
294 // Always animate, minimap and terrain may have animations to run
295 return true;
296#else
297 // Otherwise we need to see if we actually should animate.
298 // Minimap and Terrain never animate in !TILES
299 return animate_weather || animate_sct || uquit == QUIT_WATCH;
300#endif
301 }
302 return false;
303 }
304 ();
305
306 if( do_animations ) {
307 ctxt.set_timeout( 125 );
308
310 make_shared_fast<game::draw_callback_t>( [&]() {
311 if( animate_weather ) {
312 draw_weather( wPrint );
313 }
314 if( animate_sct ) {
315 draw_sct();
316 }
317 } );
318 add_draw_callback( animation_cb );
319 invalidate_main_ui_adaptor(); // We want to redraw at least once.
320
321 do {
322 if( animate_weather ) {
324 generate_weather_anim_frame( get_weather().weather_id, wPrint );
325 }
326 // don't bother calculating SCT if we won't show it
327 if( animate_sct ) {
329
331
332 //Check for creatures on all drawing positions and offset if necessary
333 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
334 const direction oCurDir = iter->getDirecton();
335 const int width = utf8_width( iter->getText() );
336 for( int i = 0; i < width; ++i ) {
337 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
338 const Creature *critter = critter_at( tmp, true );
339
340 if( critter != nullptr && u.sees( *critter ) ) {
341 i = -1;
342 int iPos = iter->getStep() + iter->getStepOffset();
343 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
344 if( iter2->getDirecton() == oCurDir &&
345 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
346 if( iter2->getType() == "hp" ) {
347 iter2->advanceStepOffset();
348 }
349
350 iter2->advanceStepOffset();
351 iPos = iter2->getStep() + iter2->getStepOffset();
352 }
353 }
354 }
355 }
356 }
357
358 // Stop animation when done
359 animate_sct = !SCT.vSCT.empty();
360 }
361 // We don't cache these checks as their result may change after 1st redraw
363 // TODO: we redraw *everything* just to animate a couple blinking dots
364 // on the minimap or a few tiles.
365 // This is far from ideal, and can probably be done much cheaper
366 // (update only part of the screen? draw static parts into a texture?)
368 }
369
370 std::unique_ptr<static_popup> deathcam_msg_popup;
371 if( uquit == QUIT_WATCH ) {
372 deathcam_msg_popup = std::make_unique<static_popup>();
373 deathcam_msg_popup
374 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
375 .on_top( true );
376 }
377
379 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
380 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
381 ctxt.reset_timeout();
382 } else {
385 SCT.vSCT.clear();
386
387 ctxt.set_timeout( 125 );
388 while( handle_mouseview( ctxt, action ) ) {
389 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
390 break;
391 }
392 }
393 ctxt.reset_timeout();
394 }
395
396 return ctxt;
397}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:259
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1144
bool minimap_requires_animation()
Definition: animation.cpp:1135
void draw_sct()
Definition: animation.cpp:805
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:764
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:2995
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:1997
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:916
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2097
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1778 of file game.cpp.

1779{
1780 return seed;
1781}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7069 of file game.cpp.

7070{
7071 return user_action_counter;
7072}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3250 of file game.cpp.

3251{
3252 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3253 return cata::nullopt;
3254 }
3255 const optional_vpart_position vp = m.veh_at( u.pos() );
3256 if( !vp ) {
3257 return cata::nullopt;
3258 }
3259 vehicle *const veh = &vp->vehicle();
3260 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3261 float r = 10.0;
3262 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3263}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 11972 of file game.cpp.

11973{
11974 if( world_generator->active_world == nullptr ) {
11975 return PATH_INFO::savedir();
11976 }
11977 return world_generator->active_world->folder_path();
11978}
std::string savedir()
Definition: path_info.cpp:254

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), save_factions_missions_npcs(), and setup().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7055 of file game.cpp.

7056{
7057#if defined(TILES)
7058 return tileset_zoom;
7059#else
7060 return DEFAULT_TILESET_ZOOM;
7061#endif
7062}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9480 of file game.cpp.

9481{
9482 // Furniture: pull, push, or standing still and nudging object around.
9483 // Can push furniture out of reach.
9484 tripoint fpos = u.pos() + u.grab_point;
9485 // supposed position of grabbed furniture
9486 if( !m.has_furn( fpos ) ) {
9487 // Where did it go? We're grabbing thin air so reset.
9488 add_msg( m_info, _( "No furniture at grabbed point." ) );
9489 u.grab( OBJECT_NONE );
9490 return false;
9491 }
9492
9493 const bool pushing_furniture = dp == u.grab_point;
9494 const bool pulling_furniture = dp == -u.grab_point;
9495 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9496
9497 tripoint fdest = fpos + dp; // intended destination of furniture.
9498 // Check floor: floorless tiles don't need to be flat and have no traps
9499 const bool has_floor = m.has_floor( fdest );
9500 // Unfortunately, game::is_empty fails for tiles we're standing on,
9501 // which will forbid pulling, so:
9502 const bool canmove = (
9503 m.passable( fdest ) &&
9504 critter_at<npc>( fdest ) == nullptr &&
9505 critter_at<monster>( fdest ) == nullptr &&
9506 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9507 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9508 !m.has_furn( fdest ) &&
9509 !m.veh_at( fdest ) &&
9510 ( !has_floor || m.tr_at( fdest ).is_null() )
9511 );
9512
9513 const furn_t furntype = m.furn( fpos ).obj();
9514 const int src_items = m.i_at( fpos ).size();
9515 const int dst_items = m.i_at( fdest ).size();
9516
9517 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9518 [&]( item & liquid_item ) {
9519 return liquid_item.made_of( LIQUID );
9520 } );
9521
9522 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9523 !m.has_flag( "SWIMMABLE", fdest ) &&
9524 !m.has_flag( "DESTROY_ITEM", fdest );
9525
9526 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9527 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9528 m.furn( fpos ).obj().has_flag( "SEALED" );
9529
9530 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9531 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9532
9533 int str_req = furntype.move_str_req;
9534 // Factor in weight of items contained in the furniture.
9535 units::mass furniture_contents_weight = 0_gram;
9536 for( auto &contained_item : m.i_at( fpos ) ) {
9537 furniture_contents_weight += contained_item.weight();
9538 }
9539 str_req += furniture_contents_weight / 4_kilogram;
9540 if( !canmove ) {
9541 // TODO: What is something?
9542 add_msg( _( "The %s collides with something." ), furntype.name() );
9543 u.moves -= 50;
9544 return true;
9545 ///\EFFECT_STR determines ability to drag furniture
9546 } else if( str_req > u.get_str() &&
9547 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9548 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9549 furntype.name() );
9550 u.moves -= 100;
9551 u.mod_pain( 1 ); // Hurt ourselves.
9552 return true; // furniture and or obstacle wins.
9553 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9554 add_msg( _( "There's stuff in the way." ) );
9555 u.moves -= 50;
9556 return true;
9557 }
9558
9559 u.moves -= str_req * 10;
9560 // Additional penalty if we can't comfortably move it.
9561 if( str_req > u.get_str() ) {
9562 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9563 if( move_penalty <= 1000 ) {
9564 if( u.get_str() >= str_req - 3 ) {
9565 u.moves -= std::max( 3000, move_penalty * 10 );
9566 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9567 if( one_in( 3 ) ) {
9568 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9569 return true;
9570 }
9571 } else {
9572 u.moves -= 100;
9573 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9574 return true;
9575 }
9576 }
9577 u.moves -= move_penalty;
9578 if( move_penalty > 500 ) {
9579 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9580 furntype.name() );
9581 } else if( move_penalty > 200 ) {
9582 if( one_in( 3 ) ) { // Nag only occasionally.
9583 add_msg( _( "It takes some time to move the heavy %s." ),
9584 furntype.name() );
9585 }
9586 }
9587 }
9589 _( "a scraping noise." ), true, "misc", "scraping" );
9590
9592 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9593
9594 // Actually move the furniture.
9595 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9596 m.furn_set( fpos, f_null );
9597
9598 if( fire_intensity == 1 && !pulling_furniture ) {
9599 m.remove_field( fpos, fd_fire );
9600 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9601 m.set_field_age( fdest, fd_fire, fire_age );
9602 }
9603
9604 // Is there is only liquids on the ground, remove them after moving furniture.
9605 if( dst_items > 0 && only_liquid_items ) {
9606 m.i_clear( fdest );
9607 }
9608
9609 if( src_items > 0 ) { // Move the stuff inside.
9610 if( dst_item_ok && src_item_ok ) {
9611 // Assume contents of both cells are legal, so we can just swap contents.
9612 std::list<item> temp;
9613 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9614 std::back_inserter( temp ) );
9615 m.i_clear( fpos );
9616 for( auto item_iter = m.i_at( fdest ).begin();
9617 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9618 m.i_at( fpos ).insert( *item_iter );
9619 }
9620 m.i_clear( fdest );
9621 for( auto &cur_item : temp ) {
9622 m.i_at( fdest ).insert( cur_item );
9623 }
9624 } else {
9625 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9626 }
9627 }
9628
9629 if( shifting_furniture ) {
9630 // We didn't move
9631 tripoint d_sum = u.grab_point + dp;
9632 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9633 u.grab_point = d_sum; // furniture moved relative to us
9634 } else { // we pushed furniture out of reach
9635 add_msg( _( "You let go of the %s." ), furntype.name() );
9636 u.grab( OBJECT_NONE );
9637 }
9638 return true; // We moved furniture but stayed still.
9639 }
9640
9641 if( pushing_furniture && m.impassable( fpos ) ) {
9642 // Not sure how that chair got into a wall, but don't let player follow.
9643 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9644 furntype.name(), m.tername( fdest ) );
9645 u.grab( OBJECT_NONE );
9646 return true;
9647 }
9648
9649 return false;
9650}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4052
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:664
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4800
void insert(const item &newitem) override
Definition: map.cpp:157
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5495
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5369
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5403
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5409
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5382
std::string tername(const tripoint &p) const
Definition: map.cpp:1767
void i_clear(const tripoint &p)
Definition: map.cpp:4156
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1418
bool has_floor(const tripoint &p) const
Definition: map.cpp:2065
tripoint grab_point
Definition: player.h:235
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1097
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:515
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, Character::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9652 of file game.cpp.

9653{
9654 if( u.get_grab_type() == OBJECT_NONE ) {
9655 return false;
9656 }
9657
9658 if( dp.z != 0 ) {
9659 // No dragging stuff up/down stairs yet!
9660 return false;
9661 }
9662
9663 // vehicle: pulling, pushing, or moving around the grabbed object.
9664 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9665 return grabbed_veh_move( dp );
9666 }
9667
9668 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9669 return grabbed_furn_move( dp );
9670 }
9671
9672 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9674 u.grab( OBJECT_NONE );
9675 return false;
9676}
object_type get_grab_type() const
Definition: avatar.cpp:672
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9480
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( u ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150
151 // Grabbed part has to stay at distance 1 to the player
152 // and in roughly the same direction.
153 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
154 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
155 const tripoint expected_pos = u.pos() + dp + from;
156 const tripoint actual_dir = expected_pos - new_part_pos;
157
158 grabbed_vehicle->adjust_zlevel( 1, dp );
159
160 // Set player location to illegal value so it can't collide with vehicle.
161 const tripoint player_prev = u.pos();
163 std::vector<veh_collision> colls;
164 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
165 u.setpos( player_prev );
166 if( !colls.empty() ) {
167 blocker_name = colls.front().target_name;
168 }
169 return failed ? tripoint_zero : actual_dir;
170 };
171
172 // First try the move as intended
173 // But if that fails and the move is a zig-zag, try to recover:
174 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
175 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
176 if( final_dp_veh == tripoint_zero && zigzag ) {
177 final_dp_veh = get_move_dir( -prev_grab, -dp );
178 next_grab = -dp;
179 }
180
181 if( final_dp_veh == tripoint_zero ) {
182 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
183 u.grab_point = prev_grab;
184 return true;
185 }
186
187 u.grab_point = next_grab;
188
189 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
190
191 if( grabbed_vehicle ) {
192 grabbed_vehicle->shift_zlevel();
193 grabbed_vehicle->check_falling_or_floating();
194 } else {
195 debugmsg( "Grabbed vehicle disappeared" );
196 return false;
197 }
198
199 for( int p : wheel_indices ) {
200 if( one_in( 2 ) ) {
201 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
202 grabbed_vehicle->handle_trap( wheel_p, p );
203 }
204 }
205
206 return false;
207
208}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1177
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1838
void init(point ad)
Definition: tileray.cpp:27
units::angle dir() const
Definition: tileray.cpp:74
void turn(units::angle deg)
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3282
bool valid_wheel_config() const
Definition: vehicle.cpp:4461
units::mass total_mass() const
Definition: vehicle.cpp:3307
std::vector< int > wheelcache
Definition: vehicle.h:1843
void check_falling_or_floating()
point pivot_point() const
Definition: vehicle.cpp:5828
tileray face
Definition: vehicle.h:1973
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6972
int part_count() const
Definition: vehicle.cpp:7079
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
void precalc_mounts(int idir, units::angle dir, point pivot)
Definition: vehicle.cpp:3151
monster * get_pet(int p) const
Definition: vehicle.cpp:3263
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7084
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3287
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1952
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:259
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:372

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, Character::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1520 of file handle_action.cpp.

1521{
1522 std::string action;
1523 input_context ctxt;
1525 user_turn current_turn;
1526 // Check if we have an auto-move destination
1527 if( u.has_destination() ) {
1529 if( act == ACTION_NULL ) {
1530 add_msg( m_info, _( "Auto-move canceled" ) );
1532 return false;
1533 }
1534 } else if( u.has_destination_activity() ) {
1535 // starts destination activity after the player successfully reached his destination
1537 return false;
1538 } else {
1539 // No auto-move, ask player for input
1540 ctxt = get_player_input( action );
1541 }
1542
1543 const optional_vpart_position vp = m.veh_at( u.pos() );
1544 bool veh_ctrl = !u.is_dead_state() &&
1545 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1546
1547 // If performing an action with right mouse button, co-ordinates
1548 // of location clicked.
1549 cata::optional<tripoint> mouse_target;
1550
1551 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1552 uquit = QUIT_DIED;
1553 return false;
1554 }
1555
1556 if( act == ACTION_NULL ) {
1558
1559 if( act == ACTION_KEYBINDINGS ) {
1560 // already handled by input context
1561 return false;
1562 }
1563
1564 if( act == ACTION_MAIN_MENU ) {
1565 if( uquit == QUIT_WATCH ) {
1566 return false;
1567 }
1568 // No auto-move actions have or can be set at this point.
1570 destination_preview.clear();
1572 if( act == ACTION_NULL ) {
1573 return false;
1574 }
1575 }
1576
1577 if( act == ACTION_ACTIONMENU ) {
1578 if( uquit == QUIT_WATCH ) {
1579 return false;
1580 }
1581 // No auto-move actions have or can be set at this point.
1583 destination_preview.clear();
1585 if( act == ACTION_NULL ) {
1586 return false;
1587 }
1588#if defined(__ANDROID__)
1589 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1590 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1591 }
1592#endif
1593 }
1594
1595 if( act == ACTION_KEYBINDINGS ) {
1597 destination_preview.clear();
1598 act = ctxt.display_menu( true );
1599 if( act == ACTION_NULL ) {
1600 return false;
1601 }
1602 }
1603
1606 }
1607
1608 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1609 // Mouse button click
1610 if( veh_ctrl ) {
1611 // No mouse use in vehicle
1612 return false;
1613 }
1614
1615 if( u.is_dead_state() ) {
1616 // do not allow mouse actions while dead
1617 return false;
1618 }
1619
1620 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1621 if( !mouse_pos ) {
1622 return false;
1623 } else if( !u.sees( *mouse_pos ) ) {
1624 // Not clicked in visible terrain
1625 return false;
1626 }
1627 mouse_target = mouse_pos;
1628
1629 if( act == ACTION_SELECT ) {
1630 // Note: The following has the potential side effect of
1631 // setting auto-move destination state in addition to setting
1632 // act.
1633 if( !try_get_left_click_action( act, *mouse_target ) ) {
1634 return false;
1635 }
1636 } else if( act == ACTION_SEC_SELECT ) {
1637 if( !try_get_right_click_action( act, *mouse_target ) ) {
1638 return false;
1639 }
1640 }
1641 } else if( act != ACTION_TIMEOUT ) {
1642 // act has not been set for an auto-move, so clearing possible
1643 // auto-move destinations. Since initializing an auto-move with
1644 // the mouse may span across multiple actions, we do not clear the
1645 // auto-move destination if the action is only a timeout, as this
1646 // would require the user to double click quicker than the
1647 // timeout delay.
1649 destination_preview.clear();
1650 }
1651 }
1652
1653 if( act == ACTION_NULL ) {
1654 const input_event &&evt = ctxt.get_raw_input();
1655 if( !evt.sequence.empty() ) {
1656 const int ch = evt.get_first_input();
1657 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1658 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1659 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1660 if( const cata::optional<std::string> hint =
1662 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1663 "the current context." ),
1664 *hint );
1665 }
1666 }
1667 }
1668 return false;
1669 }
1670
1671 // This has no action unless we're in a special game mode.
1672 gamemode->pre_action( act );
1673
1674 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1675
1676 int before_action_moves = u.moves;
1677
1678 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1679 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1680 switch( act ) {
1683 break;
1684
1685 case ACTION_CENTER:
1688 break;
1689
1690 case ACTION_SHIFT_N:
1691 case ACTION_SHIFT_NE:
1692 case ACTION_SHIFT_E:
1693 case ACTION_SHIFT_SE:
1694 case ACTION_SHIFT_S:
1695 case ACTION_SHIFT_SW:
1696 case ACTION_SHIFT_W:
1697 case ACTION_SHIFT_NW: {
1698 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1707 };
1709 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1710 }
1711 break;
1712
1713 case ACTION_LOOK:
1714 look_around();
1715 break;
1716
1717 case ACTION_KEYBINDINGS:
1718 // already handled by input context
1719 break;
1720
1721 default:
1722 break;
1723 }
1724 }
1725
1726 // actions allowed only while alive
1727 if( !u.is_dead_state() ) {
1728 switch( act ) {
1729 case ACTION_NULL:
1730 case NUM_ACTIONS:
1731 break; // dummy entries
1732 case ACTION_ACTIONMENU:
1733 case ACTION_MAIN_MENU:
1734 case ACTION_KEYBINDINGS:
1735 break; // handled above
1736
1737 case ACTION_TIMEOUT:
1738 if( check_safe_mode_allowed( false ) ) {
1740 }
1741 break;
1742
1743 case ACTION_PAUSE:
1744 if( check_safe_mode_allowed() ) {
1746 }
1747 break;
1748
1749 case ACTION_CYCLE_MOVE:
1751 break;
1752
1753 case ACTION_RESET_MOVE:
1755 break;
1756
1757 case ACTION_TOGGLE_RUN:
1759 break;
1760
1763 break;
1764
1767 break;
1768
1769 case ACTION_MOVE_FORTH:
1771 case ACTION_MOVE_RIGHT:
1773 case ACTION_MOVE_BACK:
1775 case ACTION_MOVE_LEFT:
1777 if( !u.get_value( "remote_controlling" ).empty() &&
1781 } else if( veh_ctrl ) {
1782 // vehicle control uses x for steering and y for ac/deceleration,
1783 // so no rotation needed
1785 } else {
1787 if( auto_travel_mode && !u.is_auto_moving() ) {
1788 for( int i = 0; i < SEEX; i++ ) {
1789 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1790 u.posy() + dest_delta.y * ( SEEX - i ),
1791 u.posz() );
1793 auto_travel_destination,
1795 u.get_path_avoid() );
1796 if( !destination_preview.empty() ) {
1799 break;
1800 }
1801 }
1804 if( dest_next == point_zero ) {
1806 }
1807 dest_delta = dest_next;
1808 }
1809 if( !avatar_action::move( u, m, dest_delta ) ) {
1810 // auto-move should be canceled due to a failed move or obstacle
1812 }
1813 }
1814 break;
1815 case ACTION_MOVE_DOWN:
1816 if( u.is_mounted() ) {
1817 auto mon = u.mounted_creature.get();
1818 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1819 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1820 break;
1821 }
1822 }
1823 if( !u.in_vehicle ) {
1824 vertical_move( -1, false );
1825 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1827 }
1828 break;
1829
1830 case ACTION_MOVE_UP:
1831 if( u.is_mounted() ) {
1832 auto mon = u.mounted_creature.get();
1833 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1834 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1835 break;
1836 }
1837 }
1838 if( !u.in_vehicle ) {
1839 vertical_move( 1, false );
1840 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1842 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1843 !vp->vehicle().has_sufficient_rotorlift() ) {
1844 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1845 }
1846 break;
1847
1848 case ACTION_OPEN:
1850 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1851 } else if( u.is_mounted() ) {
1852 add_msg( m_info, _( "You can't open things while you're riding." ) );
1853 } else {
1854 open();
1855 }
1856 break;
1857
1858 case ACTION_CLOSE:
1860 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1861 } else if( u.is_mounted() ) {
1862 auto mon = u.mounted_creature.get();
1863 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1864 add_msg( m_info, _( "You can't close things while you're riding." ) );
1865 }
1866 } else if( mouse_target ) {
1867 doors::close_door( m, u, *mouse_target );
1868 } else {
1869 close();
1870 }
1871 break;
1872
1873 case ACTION_SMASH:
1874 if( veh_ctrl ) {
1875 handbrake();
1876 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1877 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1878 } else {
1879 smash();
1880 }
1881 break;
1882
1883 case ACTION_EXAMINE:
1885 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1886 } else if( mouse_target ) {
1887 examine( *mouse_target );
1888 } else {
1889 examine();
1890 }
1891 break;
1892
1893 case ACTION_ADVANCEDINV:
1895 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1896 } else if( u.is_mounted() ) {
1897 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1898 } else {
1900 }
1901 break;
1902
1903 case ACTION_PICKUP:
1905 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1906 } else if( u.is_mounted() ) {
1907 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1908 } else if( mouse_target ) {
1909 pickup( *mouse_target );
1910 } else {
1911 pickup();
1912 }
1913 break;
1914
1915 case ACTION_PICKUP_FEET:
1917 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1918 } else {
1919 pickup_feet();
1920 }
1921 break;
1922
1923 case ACTION_GRAB:
1925 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1926 } else if( u.is_mounted() ) {
1927 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1928 } else {
1929 grab();
1930 }
1931 break;
1932
1933 case ACTION_HAUL:
1935 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1936 } else if( u.is_mounted() ) {
1937 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1938 } else {
1939 haul();
1940 }
1941 break;
1942
1943 case ACTION_BUTCHER:
1945 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1946 } else if( u.is_mounted() ) {
1947 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1948 } else {
1949 butcher();
1950 }
1951 break;
1952
1953 case ACTION_CHAT:
1954 chat();
1955 break;
1956
1957 case ACTION_PEEK:
1959 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1960 } else if( u.is_mounted() ) {
1961 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1962 } else {
1963 peek();
1964 }
1965 break;
1966
1967 case ACTION_LIST_ITEMS:
1969 break;
1970
1971 case ACTION_ZONES:
1972 zones_manager();
1973 break;
1974
1975 case ACTION_LOOT:
1976 loot();
1977 break;
1978
1979 case ACTION_INVENTORY:
1981 break;
1982
1983 case ACTION_COMPARE:
1985 break;
1986
1987 case ACTION_ORGANIZE:
1989 break;
1990
1991 case ACTION_USE:
1992 // Shell-users are presumed to be able to mess with their inventories, etc
1993 // while in the shell. Eating, gear-changing, and item use are OK.
1995 break;
1996
1997 case ACTION_USE_WIELDED:
1999 break;
2000
2001 case ACTION_WEAR:
2002 wear();
2003 break;
2004
2005 case ACTION_TAKE_OFF:
2006 takeoff();
2007 break;
2008
2009 case ACTION_EAT:
2010 if( !avatar_action::eat_here( u ) ) {
2012 }
2013 break;
2014
2016 if( !avatar_action::eat_here( u ) ) {
2018 }
2019 break;
2020
2021 case ACTION_READ:
2022 // Shell-users are presumed to have the book just at an opening and read it that way
2023 read();
2024 break;
2025
2026 case ACTION_WIELD:
2028 break;
2029
2030 case ACTION_PICK_STYLE:
2031 u.martial_arts_data->pick_style( u );
2032 break;
2033
2034 case ACTION_RELOAD_ITEM:
2036 break;
2037
2040 break;
2041
2044 break;
2045
2046 case ACTION_UNLOAD:
2048 break;
2049
2050 case ACTION_MEND:
2052 break;
2053
2054 case ACTION_THROW: {
2055 item_location loc;
2056 avatar_action::plthrow( g->u, loc );
2057 break;
2058 }
2059
2060 case ACTION_FIRE:
2061 fire();
2062 break;
2063
2064 case ACTION_CAST_SPELL:
2065 cast_spell();
2066 break;
2067
2068 case ACTION_FIRE_BURST: {
2069 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2071 }
2072 break;
2073 }
2074
2076 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2077 if( u.weapon.gun_all_modes().size() > 1 ) {
2079 } else {
2080 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2081 }
2082 }
2083 break;
2084
2086 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2088 }
2089 break;
2090
2091 case ACTION_DROP:
2092 // You CAN drop things to your own tile while in the shell.
2093 drop();
2094 break;
2095
2096 case ACTION_DIR_DROP:
2098 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2099 } else {
2101 }
2102 break;
2103 case ACTION_BIONICS:
2104 show_bionics_ui( u );
2105 break;
2106 case ACTION_MUTATIONS:
2108 break;
2109
2110 case ACTION_SORT_ARMOR:
2112 break;
2113
2114 case ACTION_WAIT:
2115 wait();
2116 break;
2117
2118 case ACTION_CRAFT:
2120 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2121 } else if( u.is_mounted() ) {
2122 add_msg( m_info, _( "You can't craft while you're riding." ) );
2123 } else {
2124 u.craft();
2125 }
2126 break;
2127
2128 case ACTION_RECRAFT:
2130 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2131 } else if( u.is_mounted() ) {
2132 add_msg( m_info, _( "You can't craft while you're riding." ) );
2133 } else {
2134 u.recraft();
2135 }
2136 break;
2137
2138 case ACTION_LONGCRAFT:
2140 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2141 } else if( u.is_mounted() ) {
2142 add_msg( m_info, _( "You can't craft while you're riding." ) );
2143 } else {
2144 u.long_craft();
2145 }
2146 break;
2147
2148 case ACTION_DISASSEMBLE:
2149 if( u.controlling_vehicle ) {
2150 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2151 } else if( u.is_mounted() ) {
2152 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2153 } else {
2155 }
2156 break;
2157
2158 case ACTION_CONSTRUCT:
2159 if( u.in_vehicle ) {
2160 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2161 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2162 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2163 } else if( u.is_mounted() ) {
2164 add_msg( m_info, _( "You can't construct while you're riding." ) );
2165 } else {
2166 construction_menu( false );
2167 }
2168 break;
2169
2170 case ACTION_SLEEP:
2171 if( veh_ctrl ) {
2172 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2173 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2174 _( "new default binding is '^'." ) ) );
2175 } else {
2176 sleep();
2177 }
2178 break;
2179
2182 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2183 } else if( u.is_mounted() ) {
2184 u.dismount();
2185 } else {
2187 }
2188 break;
2189
2192 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2193 break;
2194
2196 if( safe_mode == SAFE_MODE_OFF ) {
2198 mostseen = 0;
2199 add_msg( m_info, _( "Safe mode ON!" ) );
2200 } else {
2203 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2204 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2205 }
2209 }
2210 break;
2211
2213 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2214 add_msg( m_info, autosafemode_option.value_as<bool>()
2215 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2216 autosafemode_option.setNext();
2217 break;
2218 }
2219
2221 if( safe_mode == SAFE_MODE_STOP ) {
2222 add_msg( m_info, _( "Ignoring enemy!" ) );
2223 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2224 monster &critter = *elem;
2225 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2226 }
2228 } else if( u.has_effect( effect_laserlocked ) ) {
2229 if( u.has_trait( trait_PROF_CHURL ) ) {
2230 add_msg( m_warning, _( "You make the sign of the cross." ) );
2231 } else {
2232 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2233 }
2236 }
2237 break;
2238
2240 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2242 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2244 mostseen = 0;
2245 } else {
2246 get_safemode().show();
2247 }
2248 break;
2249
2250 case ACTION_SUICIDE:
2251 if( query_yn( _( "Commit suicide?" ) ) ) {
2252 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2253 u.apply_damage( &u, body_part_head, 99999 );
2254 u.moves = 0;
2255 u.place_corpse();
2257 }
2258 }
2259 break;
2260
2261 case ACTION_SAVE:
2262 if( query_yn( _( "Save and quit?" ) ) ) {
2263 if( save() ) {
2264 u.moves = 0;
2265 uquit = QUIT_SAVED;
2266 }
2267 }
2268 break;
2269
2270 case ACTION_QUICKSAVE:
2271 quicksave();
2272 return false;
2273
2274 case ACTION_QUICKLOAD:
2275 quickload();
2276 return false;
2277
2278 case ACTION_PL_INFO:
2280 break;
2281
2282 case ACTION_MAP:
2284 break;
2285
2286 case ACTION_SKY:
2287 if( m.is_outside( u.pos() ) ) {
2289 } else {
2290 add_msg( m_info, _( "You can't see the sky from here." ) );
2291 }
2292 break;
2293
2294 case ACTION_MISSIONS:
2295 list_missions();
2296 break;
2297
2298 case ACTION_SCORES:
2300 break;
2301
2302 case ACTION_DIARY:
2304 break;
2305
2306 case ACTION_FACTIONS:
2307 faction_manager_ptr->display();
2308 break;
2309
2310 case ACTION_MORALE:
2311 u.disp_morale();
2312 break;
2313
2314 case ACTION_MESSAGES:
2316 break;
2317
2318 case ACTION_HELP:
2320 break;
2321
2322 case ACTION_OPTIONS:
2323 get_options().show( true );
2324 break;
2325
2326 case ACTION_AUTOPICKUP:
2328 break;
2329
2330 case ACTION_AUTONOTES:
2332 break;
2333
2334 case ACTION_SAFEMODE:
2335 get_safemode().show();
2336 break;
2337
2340 break;
2341
2342 case ACTION_COLOR:
2343 all_colors.show_gui();
2344 break;
2345
2346 case ACTION_WORLD_MODS:
2347 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2348 break;
2349
2350 case ACTION_DEBUG:
2352 break; //don't do anything when sharing and not debugger
2353 }
2355 break;
2356
2359 break;
2360
2363 break;
2364
2367 break;
2368
2370 reload_tileset( []( std::string str ) {
2371 DebugLog( DL::Info, DC::Main ) << str;
2372 } );
2373 break;
2374
2376 get_options().get_option( "AUTO_FEATURES" ).setNext();
2377 get_options().save();
2378 //~ Auto Features are now ON/OFF
2379 add_msg( _( "%s are now %s." ),
2380 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2381 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2382 break;
2383
2385 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2386 get_options().save();
2387 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2388 add_msg( _( "%s is now set to %s." ),
2389 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2390 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2391 break;
2392
2394 get_options().get_option( "AUTO_MINING" ).setNext();
2395 get_options().save();
2396 //~ Auto Mining is now ON/OFF
2397 add_msg( _( "%s is now %s." ),
2398 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2399 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2400 break;
2401
2403 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2404 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2405 u.set_value( "THIEF_MODE_KEEP", "YES" );
2406 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2407 add_msg( _( "You will not pick up other peoples belongings." ) );
2408 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2409 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2410 u.set_value( "THIEF_MODE_KEEP", "YES" );
2411 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2412 add_msg( _( "You will pick up also those things that belong to others!" ) );
2413 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2414 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2415 u.set_value( "THIEF_MODE_KEEP", "NO" );
2416 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2417 add_msg( _( "You will be reminded not to steal." ) );
2418 } else {
2419 // ERROR
2420 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2421 }
2422 break;
2423
2425 get_options().get_option( "AUTO_FORAGING" ).setNext();
2426 get_options().save();
2427 //~ Auto Foraging is now set to x
2428 add_msg( _( "%s is now set to %s." ),
2429 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2430 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2431 break;
2432
2434 get_options().get_option( "AUTO_PICKUP" ).setNext();
2435 get_options().save();
2436 //~ Auto pickup is now set to x
2437 add_msg( _( "%s is now set to %s." ),
2438 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2439 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2440 break;
2441
2444 break; //don't do anything when sharing and not debugger
2445 }
2446 display_scent();
2447 break;
2448
2451 break; //don't do anything when sharing and not debugger
2452 }
2453 display_scent();
2454 break;
2455
2458 break; //don't do anything when sharing and not debugger
2459 }
2461 break;
2464 break; //don't do anything when sharing and not debugger
2465 }
2467 break;
2470 break; //don't do anything when sharing and not debugger
2471 }
2473 break;
2474
2477 break; //don't do anything when sharing and not debugger
2478 }
2480 break;
2481
2484 break; //don't do anything when sharing and not debugger
2485 }
2487 break;
2488
2491 break; //don't do anything when sharing and not debugger
2492 }
2494 break;
2495
2497 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2498 break;
2499
2502 break;
2503
2506 break; //don't do anything when sharing and not debugger
2507 }
2509 if( debug_mode ) {
2510 add_msg( m_info, _( "Debug mode ON!" ) );
2511 } else {
2512 add_msg( m_info, _( "Debug mode OFF!" ) );
2513 }
2514 break;
2515
2516 case ACTION_ZOOM_IN:
2517 zoom_in();
2519 break;
2520
2521 case ACTION_ZOOM_OUT:
2522 zoom_out();
2524 break;
2525
2526 case ACTION_ITEMACTION:
2528 break;
2529
2530 case ACTION_AUTOATTACK:
2532 break;
2533
2534 default:
2535 break;
2536 }
2537 }
2538 if( act != ACTION_TIMEOUT ) {
2539 u.mod_moves( -current_turn.moves_elapsed() );
2540 }
2541 gamemode->post_action( act );
2542
2543 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2544 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2545 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2546 return ( !u.is_dead_state() );
2547}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:474
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:352
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:423
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:947
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:512
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:660
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:267
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:313
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:291
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:297
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:281
@ ACTION_OPTIONS
Display options window.
Definition: action.h:261
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:265
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:309
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:329
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:327
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:293
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:279
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:285
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:311
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:299
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:307
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:269
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:295
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:263
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:331
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:289
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:305
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:271
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:287
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:303
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_DISTRACTION_MANAGER
Open distraction manager.
Definition: action.h:273
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
@ ACTION_DIARY
Display diary window.
Definition: action.h:257
void create_advanced_inv()
void show_armor_layers_ui(Character &who)
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
void show_bionics_ui(Character &who)
Definition: bionics_ui.cpp:533
const bodypart_str_id body_part_head("head")
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:365
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1550
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2479
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9910
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9924
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:148
void dismount()
Definition: character.cpp:1168
item weapon
Definition: character.h:1546
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1337
std::string get_value(const std::string &key) const
Definition: creature.cpp:1347
void mod_moves(int nmoves)
Definition: creature.cpp:1414
void cycle_move_mode()
Definition: avatar.cpp:1187
void toggle_map_memory()
Definition: avatar.cpp:122
void toggle_crouch_mode()
Definition: avatar.cpp:1171
void toggle_run_mode()
Definition: avatar.cpp:1162
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:1001
void reset_move_mode()
Definition: avatar.cpp:1180
static void show_diary_ui(diary *c_diary)
Definition: diary_ui.cpp:164
void item_action_menu()
void display_radiation()
Definition: game.cpp:11208
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2292
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8587
void reload_tileset(std::function< void(std::string)> out)
Definition: game.cpp:427
void pickup_feet()
Definition: game.cpp:5588
void zones_manager()
Definition: game.cpp:6061
int turnssincelastmon
Definition: game.h:1021
void display_visibility()
Definition: game.cpp:11122
void display_scent()
Definition: game.cpp:11087
bool save()
Returns false if saving failed.
Definition: game.cpp:2720
void butcher()
Definition: game.cpp:8269
void display_temperature()
Definition: game.cpp:11108
bool auto_travel_mode
Definition: game.h:1018
void zoom_out()
Definition: game.cpp:7011
void toggle_pixel_minimap()
Definition: game.cpp:416
void toggle_debug_hour_timer()
Definition: game.cpp:11154
void display_transparency()
Definition: game.cpp:11215
void list_items_monsters()
Definition: game.cpp:7189
cata::optional< tripoint > look_around(bool force_3d=false)
Definition: game.cpp:6536
void chat()
Definition: npctalk.cpp:395
void quickload()
Definition: game.cpp:11250
void pickup()
Definition: game.cpp:5566
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:9936
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11182
void control_vehicle()
Definition: game.cpp:5135
void peek()
Definition: game.cpp:5595
void drop()
Definition: game.cpp:8007
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2320
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8525
void zoom_in()
Definition: game.cpp:7023
void toggle_fullscreen()
Definition: game.cpp:406
void display_vehicle_ai()
Definition: game.cpp:11115
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:2968
void drop_in_direction()
Definition: game.cpp:8012
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6517
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7915
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4820
bool is_gunmod() const
Definition: item.cpp:6547
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7834
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7906
bool is_outside(const tripoint &p) const
Definition: map.cpp:2601
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:256
short ignoring
Definition: monster.h:504
cOpt & get_option(const std::string &name)
Definition: options.cpp:3388
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2765
void show_adm()
Definition: panels.cpp:2287
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:341
int movecounter
Definition: player.h:247
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:352
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:361
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
cata::optional< construction_id > construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ Main
Generic messages related to game startup and operation.
#define DebugLog(lev, cl)
DebugLog.
Definition: debug.h:274
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
static void rcdrive(point d)
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
void show_mutations_ui(Character &who)
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void use_item(avatar &you, item_location loc)
Use a tool at given location.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void do_pause(Character &who)
Do pause action ('.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3798
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:267
static constexpr point point_north_east
Definition: point.h:263
static constexpr point point_north_west
Definition: point.h:269
@ sleep
Will recharge only when character is asleep.
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIARY, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DISTRACTION_MANAGER, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, Character::apply_damage(), auto_travel_mode, avatar_action::autoattack(), bio_remote, body_part_head, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, DebugLog, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), character_funcs::do_pause(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), input_context::get_coordinates(), get_delta_from_movement_action(), get_distraction_manager(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), Character::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, Main, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), distraction_manager::distraction_manager_gui::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), show_armor_layers_ui(), show_bionics_ui(), diary::show_diary_ui(), auto_notes::auto_note_settings::show_gui(), show_mutations_ui(), show_scores_ui(), sleep, smash(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), avatar_funcs::use_item(), use_tiles, user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 1971 of file game.cpp.

1972{
1974 const std::string action = ctxt.handle_input( 0 );
1975 bool refresh = true;
1976 if( action == "pause" || action == "main_menu" ) {
1978 cancel_activity_query( _( "Confirm:" ) );
1979 }
1980 } else if( action == "player_data" ) {
1982 } else if( action == "messages" ) {
1984 } else if( action == "help" ) {
1986 } else if( action != "HELP_KEYBINDINGS" ) {
1987 refresh = false;
1988 }
1989 if( refresh ) {
1992 }
1993}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1755
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 1997 of file game.cpp.

1998{
1999 cata::optional<tripoint> liveview_pos;
2000
2001 do {
2002 action = ctxt.handle_input();
2003 if( action == "MOUSE_MOVE" ) {
2004 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2005 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2006 liveview_pos = mouse_pos;
2007 liveview.show( *liveview_pos );
2008 } else if( !mouse_pos ) {
2009 liveview_pos.reset();
2010 liveview.hide();
2011 }
2013 }
2014 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2015
2016 if( action != "TIMEOUT" ) {
2017 // Keyboard event, break out of animation loop
2018 liveview.hide();
2019 return false;
2020 }
2021
2022 // Mouse movement or un-handled key
2023 return true;
2024}
void reset() noexcept
Definition: optional.h:158
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 530 of file game.cpp.

531{
532 return gamemode && gamemode->id() != special_game_type::NONE;
533}

References gamemode, and NONE.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11222 of file game.cpp.

11223{
11225 last_save_timestamp = time( nullptr );
11226}

References last_save_timestamp, moves_since_last_save, and time.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 398 of file game_inventory.cpp.

400{
402 title, radius, none_message );
403}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:334

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8655 of file game.cpp.

8656{
8657 return !( get_dangerous_tile( dest_loc ).empty() );
8658}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8677

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4800 of file game.cpp.

4801{
4802 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4803 critter_at( p ) == nullptr;
4804}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2365 of file game.cpp.

2366{
2367 if( uquit == QUIT_WATCH ) {
2368 // deny player movement and dodging
2369 u.moves = 0;
2370 // prevent pain from updating
2371 u.set_pain( 0 );
2372 // prevent dodging
2373 u.dodges_left = 0;
2374 return false;
2375 }
2376 if( uquit == QUIT_DIED ) {
2377 if( u.in_vehicle ) {
2378 m.unboard_vehicle( u.pos() );
2379 }
2380 u.place_corpse();
2381 return true;
2382 }
2383 if( uquit == QUIT_SUICIDE ) {
2384 if( u.in_vehicle ) {
2385 m.unboard_vehicle( u.pos() );
2386 }
2387 return true;
2388 }
2389 if( uquit != QUIT_NO ) {
2390 return true;
2391 }
2392 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2393 if( u.is_dead_state() ) {
2395 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2396 uquit = QUIT_WATCH;
2397 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2398 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2400 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2401 uquit = QUIT_DIED;
2402 } else {
2403 // Something funky happened here, just die.
2404 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2405 uquit = QUIT_DIED;
2406 }
2407 return is_game_over();
2408 }
2409 return false;
2410}
int dodges_left
Definition: character.h:561
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:777
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:198
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, Character::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, Character::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3559 of file game.cpp.

3560{
3561 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3562 get_option<int>( "SAFEMODEPROXIMITY" );
3563 return is_hostile_within( distance );
3564}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3571

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3566 of file game.cpp.

3567{
3569}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:200

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3571 of file game.cpp.

3572{
3573 for( auto &critter : u.get_visible_creatures( distance ) ) {
3574 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3575 return critter;
3576 }
3577 }
3578
3579 return nullptr;
3580}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:167

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4806 of file game.cpp.

4807{
4808 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4809}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3205 of file game.cpp.

3206{
3207 const tripoint diff( u.pos() + u.view_offset - p );
3208
3209 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3210 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3211}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4811 of file game.cpp.

4812{
4813 return weather::is_sheltered( m, p );
4814}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 5991 of file game.cpp.

5992{
5993 return zones_manager_open;
5994}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1053

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1544
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1256
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult,
Creature source 
)

Definition at line 4224 of file game.cpp.

4226{
4227 std::vector<tripoint> traj;
4228 traj.clear();
4229 traj = line_to( s, t, 0, 0 );
4230 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4231 traj = continue_line( traj, force );
4232 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4233
4234 knockback( traj, stun, dam_mult, source );
4235}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult,
Creature source = nullptr 
)

Definition at line 4241 of file game.cpp.

4243{
4244 // TODO: make the force parameter actually do something.
4245 // the header file says higher force causes more damage.
4246 // perhaps that is what it should do?
4247
4248 // TODO: refactor this so it's not copy/pasted 3 times
4249 tripoint tp = traj.front();
4250 if( !critter_at( tp ) ) {
4251 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4252 return;
4253 }
4254 std::size_t force_remaining = traj.size();
4255 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4256 if( stun > 0 ) {
4257 targ->add_effect( effect_stunned, 1_turns * stun );
4258 add_msg( _( "%s was stunned!" ), targ->name() );
4259 }
4260 for( size_t i = 1; i < traj.size(); i++ ) {
4261 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4262 targ->setpos( traj[i - 1] );
4263 force_remaining = traj.size() - i;
4264 if( stun != 0 ) {
4265 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4266 add_msg( _( "%s was stunned!" ), targ->name() );
4267 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4268 targ->apply_damage( source, bodypart_id( "torso" ), dam_mult * force_remaining );
4269 targ->check_dead_state();
4270 }
4271 m.bash( traj[i], 2 * dam_mult * force_remaining );
4272 break;
4273 } else if( critter_at( traj[i] ) ) {
4274 targ->setpos( traj[i - 1] );
4275 force_remaining = traj.size() - i;
4276 if( stun != 0 ) {
4277 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4278 add_msg( _( "%s was stunned!" ), targ->name() );
4279 }
4280 traj.erase( traj.begin(), traj.begin() + i );
4281 if( critter_at<monster>( traj.front() ) ) {
4282 add_msg( _( "%s collided with something else and sent it flying!" ),
4283 targ->name() );
4284 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4285 if( guy->male ) {
4286 add_msg( _( "%s collided with someone else and sent him flying!" ),
4287 targ->name() );
4288 } else {
4289 add_msg( _( "%s collided with someone else and sent her flying!" ),
4290 targ->name() );
4291 }
4292 } else if( u.pos() == traj.front() ) {
4293 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4294 }
4295 knockback( traj, stun, dam_mult, source );
4296 break;
4297 }
4298 targ->setpos( traj[i] );
4299 if( m.has_flag( "LIQUID", targ->pos() ) && targ->can_drown() && !targ->is_dead() ) {
4300 targ->die( source );
4301 if( u.sees( *targ ) ) {
4302 add_msg( _( "The %s drowns!" ), targ->name() );
4303 }
4304 }
4305 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4306 !targ->is_dead() ) {
4307 targ->die( source );
4308 if( u.sees( *targ ) ) {
4309 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4310 }
4311 }
4312 tp = traj[i];
4313 }
4314 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4315 if( stun > 0 ) {
4316 targ->add_effect( effect_stunned, 1_turns * stun );
4317 add_msg( _( "%s was stunned!" ), targ->name );
4318 }
4319 for( size_t i = 1; i < traj.size(); i++ ) {
4320 if( m.impassable( traj[i].xy() ) ||
4321 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4322 targ->setpos( traj[i - 1] );
4323 force_remaining = traj.size() - i;
4324 if( stun != 0 ) {
4325 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4326 if( targ->has_effect( effect_stunned ) ) {
4327 add_msg( _( "%s was stunned!" ), targ->name );
4328 }
4329
4330 std::array<bodypart_id, 8> bps = {{
4331 bodypart_id( "head" ),
4332 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4333 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4334 bodypart_id( "torso" ),
4335 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4336 }
4337 };
4338 for( const bodypart_id &bp : bps ) {
4339 if( one_in( 2 ) ) {
4340 targ->deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4341 }
4342 }
4343 targ->check_dead_state();
4344 }
4345 m.bash( traj[i], 2 * dam_mult * force_remaining );
4346 break;
4347 } else if( critter_at( traj[i] ) ) {
4348 targ->setpos( traj[i - 1] );
4349 force_remaining = traj.size() - i;
4350 if( stun != 0 ) {
4351 add_msg( _( "%s was stunned!" ), targ->name );
4352 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4353 }
4354 traj.erase( traj.begin(), traj.begin() + i );
4355 const tripoint &traj_front = traj.front();
4356 if( critter_at<monster>( traj_front ) ) {
4357 add_msg( _( "%s collided with something else and sent it flying!" ),
4358 targ->name );
4359 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4360 if( guy->male ) {
4361 add_msg( _( "%s collided with someone else and sent him flying!" ),
4362 targ->name );
4363 } else {
4364 add_msg( _( "%s collided with someone else and sent her flying!" ),
4365 targ->name );
4366 }
4367 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4369 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4370 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4371 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4372 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4373 }
4374 knockback( traj, stun, dam_mult, source );
4375 break;
4376 }
4377 targ->setpos( traj[i] );
4378 tp = traj[i];
4379 }
4380 } else if( u.pos() == tp ) {
4381 if( stun > 0 ) {
4382 u.add_effect( effect_stunned, 1_turns * stun );
4383 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4384 "You were stunned for %d turns!",
4385 stun ),
4386 stun );
4387 }
4388 for( size_t i = 1; i < traj.size(); i++ ) {
4389 if( m.impassable( traj[i] ) ||
4390 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4391 u.setpos( traj[i - 1] );
4392 force_remaining = traj.size() - i;
4393 if( stun != 0 ) {
4394 if( u.has_effect( effect_stunned ) ) {
4395 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4396 "You were stunned AGAIN for %d turns!",
4397 force_remaining ),
4398 force_remaining );
4399 } else {
4400 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4401 "You were stunned for %d turns!",
4402 force_remaining ),
4403 force_remaining );
4404 }
4405 u.add_effect( effect_stunned, 1_turns * force_remaining );
4406 std::array<bodypart_id, 8> bps = {{
4407 bodypart_id( "head" ),
4408 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4409 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4410 bodypart_id( "torso" ),
4411 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4412 }
4413 };
4414 for( const bodypart_id &bp : bps ) {
4415 if( one_in( 2 ) ) {
4416 u.deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4417 }
4418 }
4420 }
4421 m.bash( traj[i], 2 * dam_mult * force_remaining );
4422 break;
4423 } else if( critter_at( traj[i] ) ) {
4424 u.setpos( traj[i - 1] );
4425 force_remaining = traj.size() - i;
4426 if( stun != 0 ) {
4427 if( u.has_effect( effect_stunned ) ) {
4428 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4429 "You were stunned AGAIN for %d turns!",
4430 force_remaining ),
4431 force_remaining );
4432 } else {
4433 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4434 "You were stunned for %d turns!",
4435 force_remaining ),
4436 force_remaining );
4437 }
4438 u.add_effect( effect_stunned, 1_turns * force_remaining );
4439 }
4440 traj.erase( traj.begin(), traj.begin() + i );
4441 if( critter_at<monster>( traj.front() ) ) {
4442 add_msg( _( "You collided with something and sent it flying!" ) );
4443 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4444 if( guy->male ) {
4445 add_msg( _( "You collided with someone and sent him flying!" ) );
4446 } else {
4447 add_msg( _( "You collided with someone and sent her flying!" ) );
4448 }
4449 }
4450 knockback( traj, stun, dam_mult, source );
4451 break;
4452 }
4453 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4454 avatar_action::swim( m, u, u.pos() );
4455 } else {
4456 u.setpos( traj[i] );
4457 }
4458
4459 tp = traj[i];
4460 }
4461 }
4462}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8891
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8419
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:986
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3538 of file game.cpp.

3539{
3540 const float light = natural_light_level( zlev );
3541 return LIGHT_RANGE( light );
3542}
float natural_light_level(int zlev) const
Definition: game.cpp:3478
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_saves()

std::vector< std::string > game::list_active_saves ( )

Returns a list of currently active character saves.

Definition at line 2745 of file game.cpp.

2746{
2747 std::vector<std::string> saves;
2748 for( auto &worldsave : world_generator->active_world->world_saves ) {
2749 saves.push_back( worldsave.decoded_name() );
2750 }
2751 return saves;
2752}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7234 of file game.cpp.

7235{
7236 std::vector<map_item_stack> ground_items = item_list;
7237 int iInfoHeight = 0;
7238 int iMaxRows = 0;
7239 int width = 0;
7240 int max_name_width = 0;
7241
7242 //find max length of item name and resize window width
7243 for( const map_item_stack &cur_item : ground_items ) {
7244 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7245 if( item_len > max_name_width ) {
7246 max_name_width = item_len;
7247 }
7248 }
7249
7250 tripoint active_pos;
7251 map_item_stack *activeItem = nullptr;
7252
7253 catacurses::window w_items;
7254 catacurses::window w_items_border;
7255 catacurses::window w_item_info;
7256
7257 ui_adaptor ui;
7258 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7259 iInfoHeight = std::min( 25, TERMY / 2 );
7260 iMaxRows = TERMY - iInfoHeight - 2;
7261
7262 width = clamp( max_name_width, 45, TERMX / 3 );
7263
7264 const int offsetX = TERMX - width;
7265
7266 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7267 width - 2, point( offsetX + 1, 1 ) );
7268 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7269 width, point( offsetX, 0 ) );
7270 w_item_info = catacurses::newwin( iInfoHeight, width,
7271 point( offsetX, TERMY - iInfoHeight ) );
7272
7273 if( activeItem ) {
7274 centerlistview( active_pos, width );
7275 }
7276
7277 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7278 } );
7279 ui.mark_resize();
7280
7281 // use previously selected sorting method
7282 bool sort_radius = uistate.list_item_sort != 2;
7283 bool addcategory = !sort_radius;
7284
7285 // reload filter/priority settings on the first invocation, if they were active
7286 if( !uistate.list_item_init ) {
7289 }
7292 }
7295 }
7296 uistate.list_item_init = true;
7297 }
7298
7299 //this stores only those items that match our filter
7300 std::vector<map_item_stack> filtered_items =
7301 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7302 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7303 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7304 int iItemNum = ground_items.size();
7305
7306 const tripoint stored_view_offset = u.view_offset;
7307
7309
7310 int iActive = 0; // Item index that we're looking at
7311 bool refilter = true;
7312 int page_num = 0;
7313 int iCatSortNum = 0;
7314 int iScrollPos = 0;
7315 std::map<int, std::string> mSortCategory;
7316
7317 std::string action;
7318 input_context ctxt( "LIST_ITEMS" );
7319 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7320 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7321 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7322 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7323 ctxt.register_action( "PAGE_DOWN" );
7324 ctxt.register_action( "PAGE_UP" );
7325 ctxt.register_action( "NEXT_TAB" );
7326 ctxt.register_action( "PREV_TAB" );
7327 ctxt.register_action( "HELP_KEYBINDINGS" );
7328 ctxt.register_action( "QUIT" );
7329 ctxt.register_action( "FILTER" );
7330 ctxt.register_action( "RESET_FILTER" );
7331 ctxt.register_action( "EXAMINE" );
7332 ctxt.register_action( "COMPARE" );
7333 ctxt.register_action( "PRIORITY_INCREASE" );
7334 ctxt.register_action( "PRIORITY_DECREASE" );
7335 ctxt.register_action( "SORT" );
7336 ctxt.register_action( "TRAVEL_TO" );
7337
7339
7340 ui.on_redraw( [&]( const ui_adaptor & ) {
7341 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7342
7343 if( ground_items.empty() ) {
7344 wnoutrefresh( w_items_border );
7345 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7346 } else {
7347 int iStartPos = 0;
7348 werase( w_items );
7349 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7350 int iNum = 0;
7351 bool high = false;
7352 bool low = false;
7353 int index = 0;
7354 int iCatSortOffset = 0;
7355
7356 for( int i = 0; i < iStartPos; i++ ) {
7357 if( !mSortCategory[i].empty() ) {
7358 iNum++;
7359 }
7360 }
7361 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7362 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7363 high = true;
7364 low = false;
7365 } else if( index >= lowPStart + iCatSortOffset ) {
7366 high = false;
7367 low = true;
7368 } else {
7369 high = false;
7370 low = false;
7371 }
7372
7373 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7374 int iThisPage = 0;
7375 if( !mSortCategory[iNum].empty() ) {
7376 iCatSortOffset++;
7377 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7378 } else {
7379 if( iNum == iActive ) {
7380 iThisPage = page_num;
7381 }
7382 std::string sText;
7383 if( iter->vIG.size() > 1 ) {
7384 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7385 }
7386 sText += iter->example->tname();
7387 if( iter->vIG[iThisPage].count > 1 ) {
7388 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7389 }
7390
7391 nc_color col = c_light_green;
7392 if( iNum != iActive ) {
7393 if( high ) {
7394 col = c_yellow;
7395 } else if( low ) {
7396 col = c_red;
7397 } else {
7398 col = iter->example->color_in_inventory();
7399 }
7400 }
7401 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7402 const int numw = iItemNum > 9 ? 2 : 1;
7403 const int x = iter->vIG[iThisPage].pos.x;
7404 const int y = iter->vIG[iThisPage].pos.y;
7405 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7406 iNum == iActive ? c_light_green : c_light_gray,
7407 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7409 ++iter;
7410 }
7411 } else {
7412 ++iter;
7413 }
7414 iNum++;
7415 }
7416 iNum = 0;
7417 for( int i = 0; i < iActive; i++ ) {
7418 if( !mSortCategory[i].empty() ) {
7419 iNum++;
7420 }
7421 }
7422 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7423 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7424 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7425 werase( w_item_info );
7426
7427 if( iItemNum > 0 && activeItem ) {
7428 item_location loc( map_cursor( u.pos() + activeItem->example_item_pos ),
7429 const_cast<item *>( activeItem->example ) );
7431 std::vector<iteminfo> this_item = activeItem->example->info( temperature );
7432 std::vector<iteminfo> item_info_dummy;
7433
7434 item_info_data dummy( "", "", this_item, item_info_dummy, iScrollPos );
7435 dummy.without_getch = true;
7436 dummy.without_border = true;
7437
7438 draw_item_info( w_item_info, dummy );
7439 }
7440 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7441 wnoutrefresh( w_items_border );
7442 }
7443
7444 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7445 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7446
7447 if( iItemNum > 0 && activeItem ) {
7448 // print info window title: < item name >
7449 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7450 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7451 activeItem->example->display_name() );
7452 wprintw( w_item_info, " >" );
7453 }
7454
7455 wnoutrefresh( w_items );
7456 wnoutrefresh( w_item_info );
7457
7458 if( filter_type ) {
7459 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7460 }
7461 } );
7462
7463 cata::optional<tripoint> trail_start;
7464 cata::optional<tripoint> trail_end;
7465 bool trail_end_x = false;
7466 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7467 trail_end_x );
7468 add_draw_callback( trail_cb );
7469
7470 do {
7471 if( action == "COMPARE" && activeItem ) {
7472 game_menus::inv::compare( u, active_pos );
7473 } else if( action == "FILTER" ) {
7474 filter_type = item_filter_type::FILTER;
7475 ui.invalidate_ui();
7477 .title( _( "Filter:" ) )
7478 .width( 55 )
7479 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7480 .identifier( "item_filter" )
7481 .max_length( 256 )
7482 .edit( sFilter );
7483 refilter = true;
7484 addcategory = !sort_radius;
7486 filter_type = cata::nullopt;
7487 } else if( action == "RESET_FILTER" ) {
7488 sFilter.clear();
7489 filtered_items = ground_items;
7490 refilter = true;
7492 addcategory = !sort_radius;
7493 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7494 std::vector<iteminfo> dummy;
7495 const item *example_item = activeItem->example;
7496 // TODO: const_item_location
7497 item_location loc = item_location( u, const_cast<item *>( example_item ) );
7499 std::vector<iteminfo> this_item = example_item->info( temperature );
7500
7501 item_info_data info_data( example_item->tname(), example_item->type_name(), this_item, dummy );
7502 info_data.handle_scrolling = true;
7503
7505 return catacurses::newwin( TERMY, width - 5, point_zero );
7506 }, info_data );
7507 } else if( action == "PRIORITY_INCREASE" ) {
7508 filter_type = item_filter_type::HIGH_PRIORITY;
7509 ui.invalidate_ui();
7511 .title( _( "High Priority:" ) )
7512 .width( 55 )
7514 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7515 .identifier( "list_item_priority" )
7516 .max_length( 256 )
7517 .query_string();
7518 refilter = true;
7519 addcategory = !sort_radius;
7521 filter_type = cata::nullopt;
7522 } else if( action == "PRIORITY_DECREASE" ) {
7523 filter_type = item_filter_type::LOW_PRIORITY;
7524 ui.invalidate_ui();
7526 .title( _( "Low Priority:" ) )
7527 .width( 55 )
7529 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7530 .identifier( "list_item_downvote" )
7531 .max_length( 256 )
7532 .query_string();
7533 refilter = true;
7534 addcategory = !sort_radius;
7536 filter_type = cata::nullopt;
7537 } else if( action == "SORT" ) {
7538 if( sort_radius ) {
7539 sort_radius = false;
7540 addcategory = true;
7541 uistate.list_item_sort = 2; // list is sorted by category
7542 } else {
7543 sort_radius = true;
7544 uistate.list_item_sort = 1; // list is sorted by distance
7545 }
7546 highPEnd = -1;
7547 lowPStart = -1;
7548 iCatSortNum = 0;
7549
7550 mSortCategory.clear();
7551 refilter = true;
7552 } else if( action == "TRAVEL_TO" && activeItem ) {
7553 if( !u.sees( u.pos() + active_pos ) ) {
7554 add_msg( _( "You can't see that destination." ) );
7555 }
7556 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7557 u.get_path_avoid() );
7558 if( route.size() > 1 ) {
7559 route.pop_back();
7560 u.set_destination( route );
7561 break;
7562 } else {
7563 add_msg( m_info, _( "You can't travel there." ) );
7564 }
7565 }
7566 if( uistate.list_item_sort == 1 ) {
7567 ground_items = item_list;
7568 } else if( uistate.list_item_sort == 2 ) {
7569 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7570 }
7571
7572 if( refilter ) {
7573 refilter = false;
7574 filtered_items = filter_item_stacks( ground_items, sFilter );
7575 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7576 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7577 iActive = 0;
7578 page_num = 0;
7579 iItemNum = filtered_items.size();
7580 }
7581
7582 if( addcategory ) {
7583 addcategory = false;
7584 iCatSortNum = 0;
7585 mSortCategory.clear();
7586 if( highPEnd > 0 ) {
7587 mSortCategory[0] = _( "HIGH PRIORITY" );
7588 iCatSortNum++;
7589 }
7590 std::string last_cat_name;
7591 for( int i = std::max( 0, highPEnd );
7592 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7593 const std::string &cat_name = filtered_items[i].example->get_category().name();
7594 if( cat_name != last_cat_name ) {
7595 mSortCategory[i + iCatSortNum++] = cat_name;
7596 last_cat_name = cat_name;
7597 }
7598 }
7599 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7600 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7601 }
7602 if( !mSortCategory[0].empty() ) {
7603 iActive++;
7604 }
7605 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7606 }
7607
7608 if( action == "UP" ) {
7609 do {
7610 iActive--;
7611
7612 } while( !mSortCategory[iActive].empty() );
7613 iScrollPos = 0;
7614 page_num = 0;
7615 if( iActive < 0 ) {
7616 iActive = iItemNum - 1;
7617 }
7618 } else if( action == "DOWN" ) {
7619 do {
7620 iActive++;
7621
7622 } while( !mSortCategory[iActive].empty() );
7623 iScrollPos = 0;
7624 page_num = 0;
7625 if( iActive >= iItemNum ) {
7626 iActive = mSortCategory[0].empty() ? 0 : 1;
7627 }
7628 } else if( action == "RIGHT" ) {
7629 if( !filtered_items.empty() && activeItem ) {
7630 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7631 page_num = activeItem->vIG.size() - 1;
7632 }
7633 }
7634 } else if( action == "LEFT" ) {
7635 page_num = std::max( 0, page_num - 1 );
7636 } else if( action == "PAGE_UP" ) {
7637 iScrollPos--;
7638 } else if( action == "PAGE_DOWN" ) {
7639 iScrollPos++;
7640 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7641 u.view_offset = stored_view_offset;
7643 }
7644
7645 active_pos = tripoint_zero;
7646 activeItem = nullptr;
7647
7648 if( mSortCategory[iActive].empty() ) {
7649 auto iter = filtered_items.begin();
7650 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7651 if( mSortCategory[iNum].empty() ) {
7652 ++iter;
7653 }
7654 }
7655 if( iter != filtered_items.end() ) {
7656 active_pos = iter->vIG[page_num].pos;
7657 activeItem = &( *iter );
7658 }
7659 }
7660
7661 if( activeItem ) {
7662 centerlistview( active_pos, width );
7663 trail_start = u.pos();
7664 trail_end = u.pos() + active_pos;
7665 // Actually accessed from the terrain overlay callback `trail_cb` in the
7666 // call to `ui_manager::redraw`.
7667 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7668 trail_end_x = true;
7669 } else {
7670 u.view_offset = stored_view_offset;
7671 trail_start = trail_end = cata::nullopt;
7672 }
7674
7676
7677 action = ctxt.handle_input();
7678 } while( action != "QUIT" );
7679
7680 u.view_offset = stored_view_offset;
7681 return game::vmenu_ret::QUIT;
7682}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:149
std::string list_item_upvote
Definition: game.h:1031
std::string list_item_downvote
Definition: game.h:1032
std::string sFilter
Definition: game.h:1030
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7120
std::vector< iteminfo > info() const
Return all the information about the item and its type as a vector.
Definition: item.cpp:3971
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4127
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9846
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
tripoint example_item_pos
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
temperature_flag
Definition: enums.h:42
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3058
uistatedata uistate
Definition: game.cpp:284
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:6965
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, point p, const std::string &text)
void wprintw(const window &win, const std::string &text)
temperature_flag temperature_flag_for_location(const map &m, const item_location &loc)
Definition: rot.cpp:12
quantity< int, temperature_in_millidegree_celsius_tag > temperature
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, point pos, int height, int width)
Definition: output.cpp:524
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void trim_and_print(const catacurses::window &w, point begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, point offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, map_item_stack::example_item_pos, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), rot::temperature_flag_for_location(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7189 of file game.cpp.

7190{
7191 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7192 // whole reality bubble
7193 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7194
7195 if( mons.empty() && items.empty() ) {
7196 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7197 return;
7198 }
7199
7200 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7201 const auto att_lhs = lhs->attitude_to( u );
7202 const auto att_rhs = rhs->attitude_to( u );
7203
7204 return att_lhs < att_rhs || ( att_lhs == att_rhs
7205 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7206 } );
7207
7208 // If the current list is empty, switch to the non-empty list
7210 if( items.empty() ) {
7211 uistate.vmenu_show_items = false;
7212 }
7213 } else if( mons.empty() ) {
7215 }
7216
7219 while( true ) {
7220 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7223 } else {
7224 break;
7225 }
7226 }
7227
7228 if( ret == game::vmenu_ret::FIRE ) {
7230 }
7232}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7684
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7234
vmenu_ret
Definition: game.h:769
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:6888
void temp_exit_fullscreen()
Definition: game.cpp:453
void reenter_fullscreen()
Definition: game.cpp:463
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:717
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:214
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:193
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:183
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:178
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:188
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, point begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:92
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7684 of file game.cpp.

7685{
7686 const int iInfoHeight = 15;
7687 const int width = 45;
7688 int offsetX = 0;
7689 int iMaxRows = 0;
7690
7691 catacurses::window w_monsters;
7692 catacurses::window w_monsters_border;
7693 catacurses::window w_monster_info;
7694 catacurses::window w_monster_info_border;
7695
7696 Creature *cCurMon = nullptr;
7697 tripoint iActivePos;
7698
7699 bool hide_ui = false;
7700
7701 ui_adaptor ui;
7702 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7703 if( hide_ui ) {
7704 ui.position( point_zero, point_zero );
7705 } else {
7706 offsetX = TERMX - width;
7707 iMaxRows = TERMY - iInfoHeight - 1;
7708
7709 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7710 1 ) );
7711 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7712 0 ) );
7713 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7714 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7715 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7716 TERMY - iInfoHeight ) );
7717
7718 if( cCurMon ) {
7719 centerlistview( iActivePos, width );
7720 }
7721
7722 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7723 }
7724 } );
7725 ui.mark_resize();
7726
7727 const int max_gun_range = u.weapon.gun_range( &u );
7728
7729 const tripoint stored_view_offset = u.view_offset;
7731
7732 int iActive = 0; // monster index that we're looking at
7733
7734 std::string action;
7735 input_context ctxt( "LIST_MONSTERS" );
7736 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7737 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7738 ctxt.register_action( "NEXT_TAB" );
7739 ctxt.register_action( "PREV_TAB" );
7740 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7741 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7742 ctxt.register_action( "QUIT" );
7743 if( bVMonsterLookFire ) {
7744 ctxt.register_action( "look" );
7745 ctxt.register_action( "fire" );
7746 }
7747 ctxt.register_action( "HELP_KEYBINDINGS" );
7748
7749 // first integer is the row the attitude category string is printed in the menu
7750 std::map<int, Creature::Attitude> mSortCategory;
7751
7752 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7753 const auto attitude = monster_list[i]->attitude_to( u );
7754 if( attitude != last_attitude ) {
7755 mSortCategory[i + mSortCategory.size()] = attitude;
7756 last_attitude = attitude;
7757 }
7758 }
7759
7760 ui.on_redraw( [&]( const ui_adaptor & ) {
7761 if( !hide_ui ) {
7762 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7763 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7764 true );
7765
7766 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7767 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7768
7769 if( monster_list.empty() ) {
7770 werase( w_monsters );
7771 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7772 _( "You don't see any monsters around you!" ) );
7773 } else {
7774 werase( w_monsters );
7775
7776 const int iNumMonster = monster_list.size();
7777 const int iMenuSize = monster_list.size() + mSortCategory.size();
7778
7779 const int numw = iNumMonster > 999 ? 4 :
7780 iNumMonster > 99 ? 3 :
7781 iNumMonster > 9 ? 2 : 1;
7782
7783 // given the currently selected monster iActive. get the selected row
7784 int iSelPos = iActive;
7785 for( auto &ia : mSortCategory ) {
7786 int index = ia.first;
7787 if( index <= iSelPos ) {
7788 ++iSelPos;
7789 } else {
7790 break;
7791 }
7792 }
7793 int iStartPos = 0;
7794 // use selected row get the start row
7795 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7796
7797 // get first visible monster and category
7798 int iCurMon = iStartPos;
7799 auto CatSortIter = mSortCategory.cbegin();
7800 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7801 ++CatSortIter;
7802 --iCurMon;
7803 }
7804
7805 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7806 for( int y = 0; y < endY; ++y ) {
7807 if( CatSortIter != mSortCategory.cend() ) {
7808 const int iCurPos = iStartPos + y;
7809 const int iCatPos = CatSortIter->first;
7810 if( iCurPos == iCatPos ) {
7811 const std::string cat_name = Creature::get_attitude_ui_data(
7812 CatSortIter->second ).first.translated();
7813 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7814 ++CatSortIter;
7815 continue;
7816 }
7817 }
7818 // select current monster
7819 const auto critter = monster_list[iCurMon];
7820 const bool selected = iCurMon == iActive;
7821 ++iCurMon;
7822 if( critter->sees( g->u ) ) {
7823 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7824 }
7825 bool is_npc = false;
7826 const monster *m = dynamic_cast<monster *>( critter );
7827 const npc *p = dynamic_cast<npc *>( critter );
7828 nc_color name_color = critter->basic_symbol_color();
7829
7830 if( selected ) {
7831 name_color = hilite( name_color );
7832 }
7833
7834 if( m != nullptr ) {
7835 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7836 } else {
7837 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7838 is_npc = true;
7839 }
7840
7841 if( selected && !get_safemode().empty() ) {
7842 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7843
7844 std::string sSafemode;
7845 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7846 sSafemode = _( "<R>emove from safemode Blacklist" );
7847 } else {
7848 sSafemode = _( "<A>dd to safemode Blacklist" );
7849 }
7850
7851 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7852 c_white, c_light_green, sSafemode );
7853 }
7854
7856 std::string sText;
7857
7858 if( m != nullptr ) {
7859 m->get_HP_Bar( color, sText );
7860 } else {
7861 std::tie( sText, color ) =
7862 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7863 }
7864 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7865
7866 if( m != nullptr ) {
7867 const auto att = m->get_attitude();
7868 sText = att.first;
7869 color = att.second;
7870 } else if( p != nullptr ) {
7871 sText = npc_attitude_name( p->get_attitude() );
7872 color = p->symbol_color();
7873 }
7874 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
7875
7876 const int mon_dist = rl_dist( u.pos(), critter->pos() );
7877 const int numd = mon_dist > 999 ? 4 :
7878 mon_dist > 99 ? 3 :
7879 mon_dist > 9 ? 2 : 1;
7880
7881 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
7882 selected ? c_light_green : c_light_gray,
7883 "%*d %s",
7884 numd, mon_dist,
7885 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
7886 }
7887
7888 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
7889 iActive + 1 );
7890 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
7891
7892 werase( w_monster_info );
7893 if( cCurMon ) {
7894 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
7895 }
7896
7897 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7898 true );
7899
7900 if( bVMonsterLookFire ) {
7901 mvwprintw( w_monster_info_border, point_east, "< " );
7902 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
7903 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
7904
7905 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7906 wprintw( w_monster_info_border, " " );
7907 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
7908 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
7909 }
7910 wprintw( w_monster_info_border, " >" );
7911 }
7912
7913 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
7914 point_south );
7915 }
7916
7917 wnoutrefresh( w_monsters_border );
7918 wnoutrefresh( w_monster_info_border );
7919 wnoutrefresh( w_monsters );
7920 wnoutrefresh( w_monster_info );
7921 }
7922 } );
7923
7924 cata::optional<tripoint> trail_start;
7925 cata::optional<tripoint> trail_end;
7926 bool trail_end_x = false;
7927 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7928 trail_end_x );
7929 add_draw_callback( trail_cb );
7930
7931 do {
7932 if( action == "UP" ) {
7933 iActive--;
7934 if( iActive < 0 ) {
7935 if( monster_list.empty() ) {
7936 iActive = 0;
7937 } else {
7938 iActive = static_cast<int>( monster_list.size() ) - 1;
7939 }
7940 }
7941 } else if( action == "DOWN" ) {
7942 iActive++;
7943 if( iActive >= static_cast<int>( monster_list.size() ) ) {
7944 iActive = 0;
7945 }
7946 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7947 u.view_offset = stored_view_offset;
7949 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
7950 const auto m = dynamic_cast<monster *>( cCurMon );
7951 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7952
7953 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7955 }
7956 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
7957 if( !get_safemode().empty() ) {
7958 const auto m = dynamic_cast<monster *>( cCurMon );
7959 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7960
7961 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
7963 }
7964 } else if( action == "look" ) {
7965 hide_ui = true;
7966 ui.mark_resize();
7967 look_around();
7968 hide_ui = false;
7969 ui.mark_resize();
7970 } else if( action == "fire" ) {
7971 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7972 u.last_target = shared_from( *cCurMon );
7974 u.view_offset = stored_view_offset;
7975 return game::vmenu_ret::FIRE;
7976 }
7977 }
7978
7979 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
7980 cCurMon = monster_list[iActive];
7981 iActivePos = cCurMon->pos() - u.pos();
7982 centerlistview( iActivePos, width );
7983 trail_start = u.pos();
7984 trail_end = cCurMon->pos();
7985 // Actually accessed from the terrain overlay callback `trail_cb` in the
7986 // call to `ui_manager::redraw`.
7987 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7988 trail_end_x = false;
7989 } else {
7990 cCurMon = nullptr;
7991 iActivePos = tripoint_zero;
7992 u.view_offset = stored_view_offset;
7993 trail_start = trail_end = cata::nullopt;
7994 }
7996
7998
7999 action = ctxt.handle_input();
8000 } while( action != "QUIT" );
8001
8002 u.view_offset = stored_view_offset;
8003
8004 return game::vmenu_ret::QUIT;
8005}
double recoil
Definition: character.h:563
nc_color symbol_color() const override
Definition: character.cpp:6004
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1866
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4544
bool bVMonsterLookFire
Definition: game.h:1035
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7357
npc_attitude get_attitude() const
Definition: npc.cpp:3164
weak_ptr_fast< Creature > last_target
Definition: player.h:241
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2565
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, point p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2532 of file game.cpp.

2533{
2536 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2539
2540 using namespace std::placeholders;
2541
2542 const std::string worldpath = get_world_base_save_path() + "/";
2543 const std::string playerpath = worldpath + name.base_path();
2544
2545 // Now load up the master game data; factions (and more?)
2546 load_master();
2547 u = avatar();
2548 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2549 return false;
2550 }
2551 u.set_save_id( name.decoded_name() );
2552
2554 u.get_avatar_diary()->load();
2555
2557
2558 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2559 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2560
2561#if defined(__ANDROID__)
2562 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2563 std::bind( &game::load_shortcuts, this, _1 ) );
2564#endif
2565
2566 // Now that the player's worn items are updated, their sight limits need to be
2567 // recalculated. (This would be cleaner if u.worn were private.)
2569
2570 if( !gamemode ) {
2571 gamemode = std::make_unique<special_game>();
2572 }
2573
2574 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2575 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2576
2577 init_autosave();
2578 get_auto_pickup().load_character(); // Load character auto pickup rules
2579 get_auto_notes_settings().load(); // Load character auto notes settings
2580 get_safemode().load_character(); // Load character safemode rules
2581 zone_manager::get_manager().load_zones(); // Load character world zones
2582 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2583 JsonIn jsin( stream );
2584 uistate.deserialize( jsin );
2585 } );
2586 reload_npcs();
2591 update_map( u );
2592 for( auto &e : u.inv_dump() ) {
2593 e->set_owner( g->u );
2594 }
2595 // legacy, needs to be here as we access the map.
2596 if( !u.getID().is_valid() ) {
2597 // player does not have a real id, so assign a new one,
2598 u.setID( assign_npc_id() );
2599 // The vehicle stores the IDs of the boarded players, so update it, too.
2600 if( u.in_vehicle ) {
2602 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2603 vp->part().passenger_id = u.getID();
2604 }
2605 }
2606 }
2607
2608 // populate calendar caches now, after active world is set, but before we do
2609 // anything else, to ensure they pick up the correct value from the save's
2610 // worldoptions
2611 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2612 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2613
2614 u.reset();
2615
2616 return true;
2617}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:472
std::vector< item * > inv_dump()
Definition: character.cpp:8915
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1610
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3610
Definition: json.h:173
Definition: avatar.h:55
void set_save_id(const std::string &id)
Definition: avatar.h:91
void load_map_memory()
Definition: avatar.cpp:137
Helper class that fills the background and obscures all UIs below.
Definition: ui_manager.h:193
bool is_valid() const
Definition: character_id.h:19
void load()
Definition: diary.cpp:810
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1894
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:868
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:1952
void load_master()
Definition: game.cpp:2501
void validate_mounted_npcs()
Definition: game.cpp:1909
character_id assign_npc_id()
Definition: game.cpp:3552
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11222
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:1928
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:278
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), diary::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), avatar::set_save_id(), calendar::set_season_length(), Character::setID(), calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), and map::veh_at().

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2508 of file game.cpp.

2509{
2510 world_generator->init();
2511 const WORLDPTR wptr = world_generator->get_world( world );
2512 if( !wptr ) {
2513 return false;
2514 }
2515 if( wptr->world_saves.empty() ) {
2516 debugmsg( "world '%s' contains no saves", world );
2517 return false;
2518 }
2519
2520 try {
2521 world_generator->set_active_world( wptr );
2522 g->setup();
2523 g->load( wptr->world_saves.front() );
2524 } catch( const std::exception &err ) {
2525 debugmsg( "cannot load world '%s': %s", world, err.what() );
2526 return false;
2527 }
2528
2529 return true;
2530}
std::vector< save_t > world_saves
Definition: worldfactory.h:62

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm,
bool  pump_events = false 
)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Parameters
pump_eventsIf true, handle window events during loading. If you set this to true, do ensure that the map is not accessed before this function returns (for example, UIs that draw the map should be disabled).

Definition at line 540 of file game.cpp.

541{
542 // TODO: fix point types
543 load_map( tripoint_abs_sm( pos_sm ), pump_events );
544}
void load_map(const tripoint &pos_sm, bool pump_events=false)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:540
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm,
bool  pump_events = false 
)

Definition at line 546 of file game.cpp.

548{
549 m.load( pos_sm, true, pump_events );
550 grid_tracker_ptr->load( m );
551}
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6652

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2501 of file game.cpp.

2502{
2503 using namespace std::placeholders;
2504 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2505 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2506}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1193
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 806 of file game.cpp.

807{
808 const int radius = HALF_MAPSIZE - 1;
809 // uses submap coordinates
810 std::vector<shared_ptr_fast<npc>> just_added;
811 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
812 const character_id &id = temp->getID();
813 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
814 [id]( const shared_ptr_fast<npc> &n ) {
815 return n->getID() == id;
816 } );
817 if( found != active_npc.end() ) {
818 continue;
819 }
820 if( temp->is_active() ) {
821 continue;
822 }
823 if( temp->has_companion_mission() ) {
824 continue;
825 }
826
827 const tripoint sm_loc = temp->global_sm_location();
828 // NPCs who are out of bounds before placement would be pushed into bounds
829 // This can cause NPCs to teleport around, so we don't want that
830 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
831 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
832 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
833 continue;
834 }
835
836 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
837 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
838 temp->place_on_map();
839 if( !m.inbounds( temp->pos() ) ) {
840 continue;
841 }
842 // In the rare case the npc was marked for death while
843 // it was on the overmap. Kill it.
844 if( temp->marked_for_death ) {
845 temp->die( nullptr );
846 } else {
847 active_npc.push_back( temp );
848 just_added.push_back( temp );
849 }
850 }
851
852 for( const auto &npc : just_added ) {
853 npc->on_load();
854 }
855
856 npcs_dirty = false;
857}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2678
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 336 of file game.cpp.

337{
338 // UI stuff, not mod-specific per definition
339 inp_mngr.init(); // Load input config JSON
340 // Init mappings for loading the json stuff
342 fullscreen = false;
343 was_fullscreen = false;
344 show_panel_adm = false;
346
347 // These functions do not load stuff from json.
348 // The content they load/initialize is hardcoded into the program.
349 // Therefore they can be loaded here.
350 // If this changes (if they load data from json), they have to
351 // be moved to game::load_mod
352
356}
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:119
bool was_fullscreen
Definition: game.h:1017
bool fullscreen
Definition: game.h:1016
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2191
void load_global()

References fullscreen, get_auto_pickup(), get_distraction_manager(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, distraction_manager::distraction_manager_gui::load(), auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( bool  force_3d = false)

Definition at line 6536 of file game.cpp.

6537{
6539 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6540 false, false, tripoint_zero, force_3d );
6541 return result.position;
6542}

References center, look_around(), Character::pos(), tripoint_zero, u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero,
bool  force_3d = false 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6544 of file game.cpp.

6547{
6548 bVMonsterLookFire = false;
6549 // TODO: Make this `true`
6550 const bool allow_zlev_move = m.has_zlevels() && ( get_option<bool>( "FOV_3D" ) || force_3d );
6551
6553
6554 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6555 int &lx = lp.x;
6556 int &ly = lp.y;
6557 int &lz = lp.z;
6558
6559 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6560 bool fast_scroll = false;
6561
6562 std::unique_ptr<ui_adaptor> ui;
6563 catacurses::window w_info;
6564 if( show_window ) {
6565 ui = std::make_unique<ui_adaptor>();
6566 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6567 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6569
6570 // If particularly small, base height on panel width irrespective of other elements.
6571 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6572 if( height < panel_width / 2 ) {
6573 height = panel_width / 2;
6574 }
6575
6576 int la_y = 0;
6577 int la_x = TERMX - panel_width;
6578 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6579 if( position == "left" ) {
6580 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6582 } else {
6583 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6584 }
6585 }
6586 int la_h = height;
6587 int la_w = panel_width;
6588 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6589
6590 ui.position_from_window( w_info );
6591 } );
6592 ui->mark_resize();
6593 }
6594
6595 std::string action;
6596 input_context ctxt( "LOOK" );
6597 ctxt.set_iso( true );
6598 ctxt.register_directions();
6599 ctxt.register_action( "COORDINATE" );
6600 ctxt.register_action( "LEVEL_UP" );
6601 ctxt.register_action( "LEVEL_DOWN" );
6602 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6603 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6604 ctxt.register_action( "SELECT" );
6605 if( peeking ) {
6606 ctxt.register_action( "throw_blind" );
6607 }
6608 if( !select_zone ) {
6609 ctxt.register_action( "TRAVEL_TO" );
6610 ctxt.register_action( "LIST_ITEMS" );
6611 }
6612 ctxt.register_action( "MOUSE_MOVE" );
6613 ctxt.register_action( "CENTER" );
6614
6615 ctxt.register_action( "debug_scent" );
6616 ctxt.register_action( "debug_scent_type" );
6617 ctxt.register_action( "debug_temp" );
6618 ctxt.register_action( "debug_visibility" );
6619 ctxt.register_action( "debug_lighting" );
6620 ctxt.register_action( "debug_radiation" );
6621 ctxt.register_action( "debug_submap_grid" );
6622 ctxt.register_action( "debug_hour_timer" );
6623 ctxt.register_action( "CONFIRM" );
6624 ctxt.register_action( "QUIT" );
6625 ctxt.register_action( "HELP_KEYBINDINGS" );
6626 if( use_tiles ) {
6627 ctxt.register_action( "zoom_out" );
6628 ctxt.register_action( "zoom_in" );
6629 }
6630#if defined(TILES)
6631 ctxt.register_action( "toggle_pixel_minimap" );
6632#endif // TILES
6633
6634 const int old_levz = get_levz();
6635 const int min_levz = force_3d ? -OVERMAP_DEPTH : std::max( old_levz - fov_3d_z_range,
6636 -OVERMAP_DEPTH );
6637 const int max_levz = force_3d ? OVERMAP_HEIGHT : std::min( old_levz + fov_3d_z_range,
6639
6640 m.update_visibility_cache( old_levz );
6642
6643 bool blink = true;
6645
6646 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6647
6648 if( show_window && ui ) {
6649 ui->on_redraw( [&]( const ui_adaptor & ) {
6650 werase( w_info );
6651 draw_border( w_info );
6652
6653 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6654
6655 std::string extended_descr_text = string_format( _( "%s - %s" ),
6656 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6657 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6658 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6659 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6660 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6661#if defined(TILES)
6662 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6663 ctxt.get_desc( "toggle_pixel_minimap" ),
6664 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6665#endif // TILES
6666
6667 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6668 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6669 fast_scroll_text );
6670#if defined(TILES)
6671 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6672 pixel_minimap_text );
6673#endif // TILES
6674
6675 int first_line = 1;
6676 const int last_line = getmaxy( w_info ) - 3;
6677 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6678
6679 wnoutrefresh( w_info );
6680 } );
6681 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6682 draw_look_around_cursor( lp, cache );
6683 } );
6684 add_draw_callback( ter_indicator_cb );
6685 }
6686
6687 cata::optional<tripoint> zone_start;
6688 cata::optional<tripoint> zone_end;
6689 bool zone_blink = false;
6690 bool zone_cursor = true;
6691 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6692 zone_cursor, is_moving_zone );
6693 add_draw_callback( zone_cb );
6694
6695 is_looking = true;
6696 const tripoint prev_offset = u.view_offset;
6697#if defined(TILES)
6698 const int prev_tileset_zoom = tileset_zoom;
6699 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6700 get_zoom() != 4 ) {
6701 zoom_out();
6702 }
6704#endif
6705 do {
6706 u.view_offset = center - u.pos();
6707 if( select_zone ) {
6708 if( has_first_point ) {
6709 zone_start = start_point;
6710 zone_end = lp;
6711 } else {
6712 zone_start = lp;
6713 zone_end = cata::nullopt;
6714 }
6715 // Actually accessed from the terrain overlay callback `zone_cb` in the
6716 // call to `ui_manager::redraw`.
6717 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6718 zone_blink = blink;
6719 }
6720
6721 if( is_moving_zone ) {
6722 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6723 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6724 // Actually accessed from the terrain overlay callback `zone_cb` in the
6725 // call to `ui_manager::redraw`.
6726 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6727 zone_blink = blink;
6728 }
6731 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6732 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6733 }
6734
6735 //Wait for input
6736 // only specify a timeout here if "EDGE_SCROLL" is enabled
6737 // otherwise use the previously set timeout
6738 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6739 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6740 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6741 if( edge_scrolling ) {
6742 action = ctxt.handle_input( scroll_timeout );
6743 } else {
6744 action = ctxt.handle_input();
6745 }
6746 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6747 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6748 blink = true; // Always draw blink symbols when moving cursor
6749 } else if( action == "TIMEOUT" ) {
6750 blink = !blink;
6751 }
6752 if( action == "LIST_ITEMS" ) {
6754 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6755 fast_scroll = !fast_scroll;
6756 } else if( action == "toggle_pixel_minimap" ) {
6758
6759 if( show_window && ui ) {
6760 ui->mark_resize();
6761 }
6762 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6763 if( !allow_zlev_move ) {
6764 continue;
6765 }
6766
6767 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6768 lz = clamp( lz + dz, min_levz, max_levz );
6769 center.z = clamp( center.z + dz, min_levz, max_levz );
6770
6771 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6772 u.view_offset.z = center.z - u.posz();
6774 } else if( action == "TRAVEL_TO" ) {
6775 if( !u.sees( lp ) ) {
6776 add_msg( _( "You can't see that destination." ) );
6777 continue;
6778 }
6779
6780 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6781 if( route.size() > 1 ) {
6782 route.pop_back();
6783 u.set_destination( route );
6784 } else {
6785 add_msg( m_info, _( "You can't travel there." ) );
6786 continue;
6787 }
6788 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6790 display_scent();
6791 }
6792 } else if( action == "debug_temp" ) {
6795 }
6796 } else if( action == "debug_lighting" ) {
6799 }
6800 } else if( action == "debug_transparency" ) {
6803 }
6804 } else if( action == "debug_radiation" ) {
6807 }
6808 } else if( action == "debug_submap_grid" ) {
6809 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6810 } else if( action == "debug_hour_timer" ) {
6812 } else if( action == "EXTENDED_DESCRIPTION" ) {
6814 } else if( action == "CENTER" ) {
6815 center = u.pos();
6816 lp = u.pos();
6817 u.view_offset.z = 0;
6818 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6819 // This block is structured this way so that edge scroll can work
6820 // whether the mouse is moving at the edge or simply stationary
6821 // at the edge. But even if edge scroll isn't in play, there's
6822 // other things for us to do here.
6823
6824 if( edge_scrolling ) {
6825 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6826 } else if( action == "MOUSE_MOVE" ) {
6827 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6828 if( mouse_pos ) {
6829 lx = mouse_pos->x;
6830 ly = mouse_pos->y;
6831 }
6832 }
6833 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6834 if( fast_scroll ) {
6835 vec->x *= soffset;
6836 vec->y *= soffset;
6837 }
6838
6839 lx = lx + vec->x;
6840 ly = ly + vec->y;
6841 center.x = center.x + vec->x;
6842 center.y = center.y + vec->y;
6843 } else if( action == "throw_blind" ) {
6844 result.peek_action = PA_BLIND_THROW;
6845 } else if( action == "zoom_in" ) {
6846 center.x = lp.x;
6847 center.y = lp.y;
6848 zoom_in();
6850 } else if( action == "zoom_out" ) {
6851 center.x = lp.x;
6852 center.y = lp.y;
6853 zoom_out();
6855 }
6856 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6857 action != "throw_blind" );
6858
6859 if( m.has_zlevels() && center.z != old_levz ) {
6860 m.invalidate_map_cache( old_levz );
6861 m.build_map_cache( old_levz );
6862 u.view_offset.z = 0;
6863 }
6864
6865 ctxt.reset_timeout();
6866 u.view_offset = prev_offset;
6867 zone_cb = nullptr;
6868 is_looking = false;
6869
6871 bVMonsterLookFire = true;
6872
6873 if( action == "CONFIRM" || action == "SELECT" ) {
6874 result.position = is_moving_zone ? zone_start : lp;
6875 }
6876
6877#if defined(TILES)
6878 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
6879 // Reset the tileset zoom to the previous value
6880 set_zoom( prev_tileset_zoom );
6882 }
6883#endif
6884
6885 return result;
6886}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2079
void set_zoom(int level)
Definition: game.cpp:7043
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5644
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6523
int get_zoom() const
Definition: game.cpp:7055
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5687
void invalidate_map_cache(const int zlev)
Definition: map.cpp:8856
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2159
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3011
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5637 of file game.cpp.

5638{
5639 editmap edit;
5640 return edit.edit();
5641}
cata::optional< tripoint > edit()
Definition: editmap.cpp:340

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 2968 of file game.cpp.

2969{
2971 if( ui ) {
2972 ui->mark_resize();
2973 }
2974}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2710 of file game.cpp.

2711{
2712 return *memorial_logger_ptr;
2713}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3659 of file game.cpp.

3660{
3661 const monster_visible_info &mon_visible = u.get_mon_visible();
3662 const auto &unique_types = mon_visible.unique_types;
3663 const auto &unique_mons = mon_visible.unique_mons;
3664 const auto &dangerous = mon_visible.dangerous;
3665
3666 const int width = getmaxx( w ) - 2 * hor_padding;
3667 const int maxheight = getmaxy( w );
3668
3669 const int startrow = 0;
3670
3671 // Print the direction headings
3672 // Reminder:
3673 // 7 0 1 unique_types uses these indices;
3674 // 6 8 2 0-7 are provide by direction_from()
3675 // 5 4 3 8 is used for local monsters (for when we explain them below)
3676
3677 const std::array<std::string, 8> dir_labels = {{
3678 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3679 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3680 }
3681 };
3682 std::array<int, 8> widths;
3683 for( int i = 0; i < 8; i++ ) {
3684 widths[i] = utf8_width( dir_labels[i] );
3685 }
3686 std::array<int, 8> xcoords;
3687 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3688 xcoords[0] = xcoords[4] = width / 3;
3689 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3690 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3691 //for the alignment of the 1,2,3 rows on the right edge
3692 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3693 for( int i = 0; i < 8; i++ ) {
3694 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3695 : ( dangerous[i] ? c_light_red : c_light_gray );
3696 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3697 }
3698
3699 // Print the symbols of all monsters in all directions.
3700 for( int i = 0; i < 8; i++ ) {
3701 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3702
3703 // The list of symbols needs a space on each end.
3704 int symroom = ( width / 3 ) - widths[i] - 2;
3705 const int typeshere_npc = unique_types[i].size();
3706 const int typeshere_mon = unique_mons[i].size();
3707 const int typeshere = typeshere_mon + typeshere_npc;
3708 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3709 nc_color c;
3710 std::string sym;
3711 if( symroom < typeshere && j == symroom - 1 ) {
3712 // We've run out of room!
3713 c = c_white;
3714 sym = "+";
3715 } else if( j < typeshere_npc ) {
3716 switch( unique_types[i][j]->get_attitude() ) {
3717 case NPCATT_KILL:
3718 c = c_red;
3719 break;
3720 case NPCATT_FOLLOW:
3721 c = c_light_green;
3722 break;
3723 default:
3724 c = c_pink;
3725 break;
3726 }
3727 sym = "@";
3728 } else {
3729 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3730 c = mt.color;
3731 sym = mt.sym;
3732 }
3733 mvwprintz( w, pr, c, sym );
3734
3735 pr.x++;
3736 }
3737 }
3738
3739 // Now we print their full names!
3740 struct nearest_loc_and_cnt {
3741 int nearest_loc;
3742 int cnt;
3743 };
3744 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3745 for( int loc = 0; loc < 9; loc++ ) {
3746 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3747 const auto mon_it = all_mons.find( mon.first );
3748 if( mon_it == all_mons.end() ) {
3749 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3750 } else {
3751 // 8 being the nearest location (local monsters)
3752 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3753 mon_it->second.cnt += mon.second;
3754 }
3755 }
3756 }
3757 std::vector<std::pair<const mtype *, int>> mons_at[9];
3758 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3759 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3760 }
3761
3762 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3763 // is blank.
3764 point pr( hor_padding, 4 + startrow );
3765
3766 // Print monster names, starting with those at location 8 (nearby).
3767 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3768 // Separate names by some number of spaces (more for local monsters).
3769 int namesep = ( j == 8 ? 2 : 1 );
3770 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3771 const mtype *const type = mon.first;
3772 const int count = mon.second;
3773 if( pr.y >= maxheight ) {
3774 // no space to print to anyway
3775 break;
3776 }
3777
3778 const mtype &mt = *type;
3779 std::string name = mt.nname( count );
3780 // Some languages don't have plural forms, but we want to always
3781 // omit 1.
3782 if( count != 1 ) {
3783 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3784 count, name );
3785 }
3786
3787 // Move to the next row if necessary. (The +2 is for the "Z ").
3788 if( pr.x + 2 + utf8_width( name ) >= width ) {
3789 pr.y++;
3790 pr.x = hor_padding;
3791 }
3792
3793 if( pr.y < maxheight ) { // Don't print if we've overflowed
3794 mvwprintz( w, pr, mt.color, mt.sym );
3795 pr.x += 2; // symbol and space
3796 nc_color danger = c_dark_gray;
3797 if( mt.difficulty >= 30 ) {
3798 danger = c_red;
3799 } else if( mt.difficulty >= 16 ) {
3800 danger = c_light_red;
3801 } else if( mt.difficulty >= 8 ) {
3802 danger = c_white;
3803 } else if( mt.agro > 0 ) {
3804 danger = c_light_gray;
3805 }
3806 mvwprintz( w, pr, danger, name );
3807 pr.x += utf8_width( name ) + namesep;
3808 }
3809 }
3810 }
3811}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:48
bool dangerous[8]
Definition: avatar.h:51
std::vector< npc * > unique_types[9]
Definition: avatar.h:47
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:256
nc_color color
Definition: mtype.h:261
int difficulty
Definition: mtype.h:267
int agro
e.g.
Definition: mtype.h:272

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3813 of file game.cpp.

3814{
3815 int newseen = 0;
3816 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3817 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3818 safe_proxy_dist;
3819
3820 monster_visible_info &mon_visible = u.get_mon_visible();
3821 auto &new_seen_mon = mon_visible.new_seen_mon;
3822 auto &unique_types = mon_visible.unique_types;
3823 auto &unique_mons = mon_visible.unique_mons;
3824 auto &dangerous = mon_visible.dangerous;
3825
3826 // 7 0 1 unique_types uses these indices;
3827 // 6 8 2 0-7 are provide by direction_from()
3828 // 5 4 3 8 is used for local monsters (for when we explain them below)
3829 for( auto &t : unique_types ) {
3830 t.clear();
3831 }
3832 for( auto &m : unique_mons ) {
3833 m.clear();
3834 }
3835 std::fill( dangerous, dangerous + 8, false );
3836
3837 const tripoint view = u.pos() + u.view_offset;
3838 new_seen_mon.clear();
3839
3840 // TODO: no reason to have it static here
3841 static time_point previous_turn = calendar::start_of_cataclysm;
3842 const time_duration sm_ignored_time = time_duration::from_turns(
3843 get_option<int>( "SAFEMODEIGNORETURNS" ) );
3844
3846 monster *m = dynamic_cast<monster *>( c );
3847 npc *p = dynamic_cast<npc *>( c );
3848 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
3849 const int mx = POSX + ( c->posx() - view.x );
3850 const int my = POSY + ( c->posy() - view.y );
3851 int index = 8;
3852 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
3853 // for compatibility with old code, see diagram below, it explains the values for index,
3854 // also might need revisiting one z-levels are in.
3855 switch( dir_to_mon ) {
3859 index = 7;
3860 break;
3862 case direction::NORTH:
3864 index = 0;
3865 break;
3869 index = 1;
3870 break;
3872 case direction::WEST:
3874 index = 6;
3875 break;
3877 case direction::CENTER:
3879 index = 8;
3880 break;
3882 case direction::EAST:
3884 index = 2;
3885 break;
3889 index = 5;
3890 break;
3892 case direction::SOUTH:
3894 index = 4;
3895 break;
3899 index = 3;
3900 break;
3901 }
3902 }
3903
3904 rule_state safemode_state = RULE_NONE;
3905 const bool safemode_empty = get_safemode().empty();
3906
3907 if( m != nullptr ) {
3908 //Safemode monster check
3909 monster &critter = *m;
3910
3911 const monster_attitude matt = critter.attitude( &u );
3912 const int mon_dist = rl_dist( u.pos(), critter.pos() );
3913 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
3914
3915 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3916 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
3917 if( index < 8 && critter.sees( g->u ) ) {
3918 dangerous[index] = true;
3919 }
3920
3921 if( !safemode_empty || mon_dist <= iProxyDist ) {
3922 bool passmon = false;
3923 if( critter.ignoring > 0 ) {
3924 if( safe_mode != SAFE_MODE_ON ) {
3925 critter.ignoring = 0;
3926 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
3927 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
3928 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
3929 passmon = true;
3930 }
3931 critter.lastseen_turn = calendar::turn;
3932 }
3933
3934 if( !passmon ) {
3935 newseen++;
3936 new_seen_mon.push_back( shared_from( critter ) );
3937 }
3938 }
3939 }
3940
3941 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
3942 const auto mon_it = std::find_if( vec.begin(), vec.end(),
3943 [&]( const std::pair<const mtype *, int> &elem ) {
3944 return elem.first == critter.type;
3945 } );
3946 if( mon_it == vec.end() ) {
3947 vec.emplace_back( critter.type, 1 );
3948 } else {
3949 mon_it->second++;
3950 }
3951 } else if( p != nullptr ) {
3952 //Safe mode NPC check
3953
3954 const int npc_dist = rl_dist( u.pos(), p->pos() );
3955 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
3956 npc_dist );
3957
3958 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3959 p->get_attitude() == NPCATT_KILL ) ) {
3960 if( !safemode_empty || npc_dist <= iProxyDist ) {
3961 newseen++;
3962 }
3963 }
3964 unique_types[index].push_back( p );
3965 }
3966 }
3967
3968 if( newseen > mostseen ) {
3969 if( newseen - mostseen == 1 ) {
3970 if( !new_seen_mon.empty() ) {
3971 monster &critter = *new_seen_mon.back();
3973 string_format( _( "%s spotted!" ), critter.name() ) );
3974 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
3975 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
3977 u.add_effect( effect_adrenaline_mycus, 30_minutes );
3978 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
3979 // Triffids present. We ain't got TIME to adrenaline comedown!
3980 u.add_effect( effect_adrenaline_mycus, 15_minutes );
3981 u.mod_pain( 3 ); // Does take it out of you, though
3982 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
3983 }
3984 }
3985 } else {
3986 //Hostile NPC
3988 _( "Hostile survivor spotted!" ) );
3989 }
3990 } else {
3992 }
3994 if( safe_mode == SAFE_MODE_ON ) {
3996 }
3997 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
3998 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
3999 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4000 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4002 add_msg( m_info, _( "Safe mode ON!" ) );
4003 }
4004 }
4005
4006 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4008 }
4009
4010 previous_turn = calendar::turn;
4011 mostseen = newseen;
4012}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1256
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:203
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1700
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1095
cata::optional< time_point > lastseen_turn
Definition: monster.h:505
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2093
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
bool is_valid_in_w_terrain(point p)
Definition: game.cpp:286
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:55
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, Character::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4049 of file game.cpp.

4050{
4051 cleanup_dead();
4052
4053 for( monster &critter : all_monsters() ) {
4054 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4055 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4056 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4057 critter.pos().to_string(), m.tername( critter.pos() ) );
4058 dbg( DL::Error ) << msg;
4059 add_msg( m_debug, msg );
4060 bool okay = false;
4061 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4062 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4063 critter.setpos( dest );
4064 okay = true;
4065 break;
4066 }
4067 }
4068 if( !okay ) {
4069 // die of "natural" cause (overpopulation is natural)
4070 critter.die( nullptr );
4071 }
4072 }
4073
4074 if( !critter.is_dead() ) {
4075 critter.process_items();
4076 }
4077
4078 if( !critter.is_dead() ) {
4079 critter.process_turn();
4080 }
4081
4082 m.creature_in_field( critter );
4083 if( calendar::once_every( 1_days ) ) {
4084 if( critter.has_flag( MF_MILKABLE ) ) {
4085 critter.refill_udders();
4086 }
4087 critter.try_reproduce();
4088 }
4089 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4090 critter.made_footstep = false;
4091 // Controlled critters don't make their own plans
4092 if( !critter.has_effect( effect_ai_controlled ) ) {
4093 // Formulate a path to follow
4094 critter.plan();
4095 }
4096 critter.move(); // Move one square, possibly hit u
4097 critter.process_triggers();
4098 m.creature_in_field( critter );
4099 }
4100
4101 const bionic_id bio_alarm( "bio_alarm" );
4102 if( !critter.is_dead() &&
4103 u.has_active_bionic( bio_alarm ) &&
4104 u.get_power_level() >= bio_alarm->power_trigger &&
4105 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4106 !critter.is_hallucination() ) {
4107 u.mod_power_level( -bio_alarm->power_trigger );
4108 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4110 _( "Your motion alarm goes off!" ) );
4111 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4112 u.wake_up();
4113 }
4114 }
4115 }
4116
4117 cleanup_dead();
4118
4119 // The remaining monsters are all alive, but may be outside of the reality bubble.
4120 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4121 // monster::die function is not called.
4122 for( monster &critter : all_monsters() ) {
4123 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4124 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4125 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4126 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4127 despawn_monster( critter );
4128 }
4129 }
4130
4131 // Now, do active NPCs.
4132 for( npc &guy : g->all_npcs() ) {
4133 int turns = 0;
4134 if( guy.is_mounted() ) {
4135 guy.check_mount_is_spooked();
4136 }
4137 m.creature_in_field( guy );
4138 if( !guy.has_effect( effect_npc_suspend ) ) {
4139 guy.process_turn();
4140 }
4141 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4142 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4143 ) {
4144 int moves = guy.moves;
4145 guy.move();
4146 if( moves == guy.moves ) {
4147 // Count every time we exit npc::move() without spending any moves.
4148 turns++;
4149 }
4150
4151 // Turn on debug mode when in infinite loop
4152 // It has to be done before the last turn, otherwise
4153 // there will be no meaningful debug output.
4154 if( turns == 9 ) {
4155 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4156 guy.name );
4157 debug_mode = true;
4158 }
4159 }
4160
4161 // If we spun too long trying to decide what to do (without spending moves),
4162 // Invoke cognitive suspension to prevent an infinite loop.
4163 if( turns == 10 ) {
4164 add_msg( _( "%s faints!" ), guy.name );
4165 guy.reboot();
4166 }
4167
4168 if( !guy.is_dead() ) {
4169 guy.npc_update_body();
4170 }
4171 }
4172 cleanup_dead();
4173}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1905
units::energy get_power_level() const
Definition: character.cpp:1885
void wake_up()
Definition: avatar.cpp:958
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), alert, all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), calendar::once_every(), map::points_in_radius(), Character::pos(), bionic_data::power_trigger, rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2026 of file game.cpp.

2028{
2029 const int rate = get_option<int>( "EDGE_SCROLL" );
2030 auto ret = std::make_pair( tripoint_zero, last );
2031 if( rate == -1 ) {
2032 // Fast return when the option is disabled.
2033 return ret;
2034 }
2035 // Ensure the parameters are used even if the #if below is false
2036 ( void ) ctxt;
2037 ( void ) speed;
2038 ( void ) iso;
2039#if (defined TILES || defined _WIN32 || defined WINDOWS)
2040 auto now = std::chrono::steady_clock::now();
2041 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2042 return ret;
2043 } else {
2045 }
2046 const input_event event = ctxt.get_raw_input();
2047 if( event.type == CATA_INPUT_MOUSE ) {
2048 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2049 if( event.mouse_pos.x <= threshold.x ) {
2050 ret.first.x -= speed;
2051 if( iso ) {
2052 ret.first.y -= speed;
2053 }
2054 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2055 ret.first.x += speed;
2056 if( iso ) {
2057 ret.first.y += speed;
2058 }
2059 }
2060 if( event.mouse_pos.y <= threshold.y ) {
2061 ret.first.y -= speed;
2062 if( iso ) {
2063 ret.first.x += speed;
2064 }
2065 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2066 ret.first.y += speed;
2067 if( iso ) {
2068 ret.first.x -= speed;
2069 }
2070 }
2071 ret.second = ret.first;
2072 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2073 ret.first = ret.second;
2074 }
2075#endif
2076 return ret;
2077}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2088 of file game.cpp.

2089{
2090 // overmap has no iso mode
2094 return ret.first;
2095}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2026
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1069
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1070

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2079 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2463 of file game.cpp.

2464{
2465 const std::string save_dir = get_world_base_save_path();
2466 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2467 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2468 const std::string &prefix = base64_encode( u.get_save_id() ) + ".";
2469
2470 if( !assure_dir_exist( graveyard_dir ) ) {
2471 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2472 }
2473
2474 if( !assure_dir_exist( graveyard_save_dir ) ) {
2475 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2476 }
2477
2478 const auto save_files = get_files_from_path( prefix, save_dir );
2479 if( save_files.empty() ) {
2480 debugmsg( "could not find save files in '%s'", save_dir );
2481 }
2482
2483 for( const auto &src_path : save_files ) {
2484 const std::string dst_path = graveyard_save_dir +
2485 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2486
2487 if( rename_file( src_path, dst_path ) ) {
2488 continue;
2489 }
2490
2491 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2492
2493 if( remove_file( src_path ) ) {
2494 continue;
2495 }
2496
2497 debugmsg( "could not remove file '%s'", src_path );
2498 }
2499}
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:366
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), avatar::get_save_id(), get_world_base_save_path(), PATH_INFO::graveyarddir(), prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5104 of file game.cpp.

5105{
5106 const optional_vpart_position vp = m.veh_at( u.pos() );
5107 if( !vp ) {
5108 debugmsg( "Tried to exit non-existent vehicle." );
5109 return;
5110 }
5111 vehicle *const veh = &vp->vehicle();
5112 if( u.pos() == dest_loc ) {
5113 debugmsg( "Need somewhere to dismount towards." );
5114 return;
5115 }
5116 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5117 // TODO:: make dir() const correct!
5118 const units::angle d = ray.dir();
5119 add_msg( _( "You dive from the %s." ), veh->name );
5120 m.unboard_vehicle( u.pos() );
5121 u.moves -= 200;
5122 // Dive three tiles in the direction of tox and toy
5123 fling_creature( &u, d, 30, true );
5124 // Hit the ground according to vehicle speed
5125 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5126 if( veh->velocity > 0 ) {
5127 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5128 } else {
5129 fling_creature( &u, veh->face.dir() + 180_degrees,
5130 -( veh->velocity ) / static_cast<float>( 100 ) );
5131 }
5132 }
5133}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:9720

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3478 of file game.cpp.

3479{
3480 // ignore while underground or above limits
3481 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3482 return LIGHT_AMBIENT_MINIMAL;
3483 }
3484
3485 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3486 // Already found the light level for now?
3487 return latest_lightlevels[zlev];
3488 }
3489
3490 float ret = LIGHT_AMBIENT_MINIMAL;
3491
3492 // Sunlight/moonlight related stuff
3494 if( !weather.lightning_active ) {
3496 } else {
3497 // Recent lightning strike has lit the area
3499 }
3500
3502
3503 // Artifact light level changes here. Even though some of these only have an effect
3504 // aboveground it is cheaper performance wise to simply iterate through the entire
3505 // list once instead of twice.
3506 float mod_ret = -1;
3507 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3508 // will trump a lower one.
3509 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3510 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3511 const time_duration left = e->when - calendar::turn;
3512 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3513 if( left > 25_turns ) {
3514 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3515 // and the last 25 scale back towards normal.
3516 } else {
3517 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3518 }
3519 }
3521 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3522 mod_ret = std::max<float>( ret, default_daylight_level() );
3523 }
3524 // If we had a changed light level due to an artifact event then it overwrites
3525 // the natural light level.
3526 if( mod_ret > -1 ) {
3527 ret = mod_ret;
3528 }
3529
3530 // Cap everything to our minimum light level
3531 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3532
3533 latest_lightlevels[zlev] = ret;
3534
3535 return ret;
3536}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1042
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5235 of file game.cpp.

5236{
5237 enum choices : int {
5238 talk = 0,
5239 swap_pos,
5240 push,
5241 examine_wounds,
5242 use_item,
5243 sort_armor,
5244 attack,
5245 disarm,
5246 steal
5247 };
5248
5249 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5250
5251 uilist amenu;
5252
5253 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5254 amenu.addentry( talk, true, 't', _( "Talk" ) );
5255 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5256 !u.is_mounted(), 's', _( "Swap positions" ) );
5257 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5258 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5259 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5260 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5261 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5262 if( !who.is_player_ally() ) {
5263 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5264 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5265 }
5266
5267 amenu.query();
5268
5269 const int choice = amenu.ret;
5270 if( choice == talk ) {
5271 who.talk_to_u();
5272 } else if( choice == swap_pos ) {
5273 if( !prompt_dangerous_tile( who.pos() ) ) {
5274 return true;
5275 }
5276 // TODO: Make NPCs protest when displaced onto dangerous crap
5277 add_msg( _( "You swap places with %s." ), who.name );
5278 swap_critters( u, who );
5279 // TODO: Make that depend on stuff
5280 u.mod_moves( -200 );
5281 } else if( choice == push ) {
5282 // TODO: Make NPCs protest when displaced onto dangerous crap
5283 tripoint oldpos = who.pos();
5284 who.move_away_from( u.pos(), true );
5285 u.mod_moves( -20 );
5286 if( oldpos != who.pos() ) {
5287 add_msg( _( "%s moves out of the way." ), who.name );
5288 } else {
5289 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5290 }
5291 } else if( choice == examine_wounds ) {
5292 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5293
5294 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5295 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5296 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5297 0.0f, 0.0f );
5298 } else if( choice == use_item ) {
5299 static const std::string heal_string( "heal" );
5300 const auto will_accept = []( const item & it ) {
5301 const auto use_fun = it.get_use( heal_string );
5302 if( use_fun == nullptr ) {
5303 return false;
5304 }
5305
5306 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5307
5308 return actor != nullptr &&
5309 actor->limb_power >= 0 &&
5310 actor->head_power >= 0 &&
5311 actor->torso_power >= 0;
5312 };
5313 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5314
5315 if( !loc ) {
5316 add_msg( _( "Never mind" ) );
5317 return false;
5318 }
5319 item &used = *loc;
5320 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5321 if( did_use ) {
5322 // Note: exiting a body part selection menu counts as use here
5323 u.mod_moves( -300 );
5324 }
5325 } else if( choice == sort_armor ) {
5326 show_armor_layers_ui( who );
5327 u.mod_moves( -100 );
5328 } else if( choice == attack ) {
5329 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5330 u.melee_attack( who, true );
5331 who.on_attacked( u );
5332 }
5333 } else if( choice == disarm ) {
5334 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5336 }
5337 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5339 }
5340
5341 return true;
5342}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5713
bool in_sleep_state() const override
Definition: character.cpp:9276
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:387
int per_cur
Definition: character.h:259
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8660
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4730
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:733
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1457
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2524
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
void try_disarm_npc(avatar &you, npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2320
void try_steal_from_npc(avatar &you, npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2396
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:610

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, show_armor_layers_ui(), skill_firstaid, game_menus::inv::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4676 of file game.cpp.

4677{
4678 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4679}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9678 of file game.cpp.

9679{
9680 // TODO: Move this to a character method
9681 if( !u.is_mounted() ) {
9682 const item muscle( "muscle" );
9683 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9684 if( u.has_active_bionic( bid ) ) {// active power gen
9685 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9686 } else if( u.has_bionic( bid ) ) {// passive power gen
9687 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9688 }
9689 }
9690 const bionic_id bio_jointservo( "bio_jointservo" );
9692 if( u.movement_mode_is( CMM_RUN ) ) {
9694 } else {
9696 }
9697 }
9698 }
9699
9700 if( u.movement_mode_is( CMM_RUN ) ) {
9701 if( !u.can_run() ) {
9703 }
9704 }
9705
9706 // apply martial art move bonuses
9707 u.martial_arts_data->ma_onmove_effects( u );
9708
9710}
static const bionic_id bio_jointservo("bio_jointservo")
@ CMM_RUN
Definition: character.h:102
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1250
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1540
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1846
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1795
void do_ambient()
Definition: sounds.cpp:1614
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
units::energy power_trigger
Power cost when the bionic's special effect is triggered.
Definition: bionics.h:43

References bio_jointservo, Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), bionic_data::power_trigger, avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9712 of file game.cpp.

9713{
9714#if defined(TILES)
9715 tilecontext->on_options_changed();
9716#endif
9717 grid_tracker_ptr->on_options_changed();
9718}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1494 of file handle_action.cpp.

1495{
1496 uilist as_m;
1497
1498 as_m.text = _( "What do you want to consume?" );
1499
1500 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1501 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1502 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1503 as_m.query();
1504
1505 switch( as_m.ret ) {
1506 case 0:
1508 break;
1509 case 1:
1511 break;
1512 case 2:
1514 break;
1515 default:
1516 break;
1517 }
1518}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4175 of file game.cpp.

4176{
4177 std::vector<npc *> travelling_npcs;
4178 static constexpr int move_search_radius = 600;
4179 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4180 if( !elem ) {
4181 continue;
4182 }
4183 npc *npc_to_add = elem.get();
4184 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4185 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4186 travelling_npcs.push_back( npc_to_add );
4187 }
4188 }
4189 for( auto &elem : travelling_npcs ) {
4190 if( elem->has_omt_destination() ) {
4191 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4192 //recalculate path, we got distracted doing something else probably
4193 elem->omt_path.clear();
4194 }
4195 if( elem->omt_path.empty() ) {
4196 const tripoint_abs_omt &from = elem->global_omt_location();
4197 const tripoint_abs_omt &to = elem->goal;
4198 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4200 if( elem->omt_path.empty() ) {
4201 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4202 elem->get_name(), from.to_string(), to.to_string() );
4203 elem->goal = npc::no_goal_point;
4204 elem->mission = NPC_MISSION_NULL;
4205 }
4206 } else {
4207 if( elem->omt_path.back() == elem->global_omt_location() ) {
4208 elem->omt_path.pop_back();
4209 }
4210 // TODO: fix point types
4211 elem->travel_overmap(
4212 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4213 }
4214 reload_npcs();
4215 }
4216 }
4217 return;
4218}
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1803
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1297
bool is_active() const
Definition: npc.cpp:2211
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:142
@ NPC_MISSION_TRAVELLING
Definition: npc.h:154
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5595 of file game.cpp.

5596{
5597 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5598 if( !p ) {
5599 return;
5600 }
5601
5602 if( p->z != 0 ) {
5603 const tripoint old_pos = u.pos();
5604 vertical_move( p->z, false, true );
5605
5606 if( old_pos != u.pos() ) {
5607 look_around();
5608 vertical_move( p->z * -1, false, true );
5609 }
5610 return;
5611 }
5612
5613 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5614 return;
5615 }
5616
5617 peek( u.pos() + *p );
5618}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:984

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5620 of file game.cpp.

5621{
5622 u.moves -= 200;
5623 tripoint prev = u.pos();
5624 u.setpos( p );
5625 tripoint center = p;
5626 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5627 true );
5628 u.setpos( prev );
5629
5630 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5631 item_location loc;
5632 avatar_action::plthrow( u, loc, p );
5633 }
5635}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11009 of file game.cpp.

11010{
11011 if( !calendar::once_every( 1_hours ) ) {
11012 return;
11013 }
11014 // Create a new NPC?
11015 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11016 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11017 return;
11018 }
11019
11020 float density = get_option<float>( "NPC_DENSITY" );
11021 static constexpr int density_search_radius = 60;
11022 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11023 if( npc_num > 0.0 ) {
11024 // 100%, 80%, 64%, 52%, 41%, 33%...
11025 density *= std::pow( 0.8f, npc_num );
11026 }
11027
11028 if( !x_in_y( density, 100 ) ) {
11029 return;
11030 }
11031 bool spawn_allowed = false;
11033 int counter = 0;
11034 while( !spawn_allowed ) {
11035 if( counter >= 10 ) {
11036 return;
11037 }
11038 static constexpr int radius_spawn_range = 120;
11039 const tripoint_abs_omt u_omt = u.global_omt_location();
11040 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11041 rng( -radius_spawn_range, radius_spawn_range ) );
11042 spawn_point.z() = 0;
11043 const oter_id oter = overmap_buffer.ter( spawn_point );
11044 // shouldn't spawn on lakes or rivers.
11045 if( !is_river_or_lake( oter ) ) {
11046 spawn_allowed = true;
11047 }
11048 counter += 1;
11049 }
11050 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11051 tmp->randomize();
11052 std::string new_fac_id = "solo_";
11053 new_fac_id += tmp->name;
11054 // create a new "lone wolf" faction for this one NPC
11055 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11056 faction_id( "no_faction" ) );
11057 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11058 // adds the npc to the correct overmap.
11059 // Only spawn random NPCs on z-level 0
11060 // TODO: fix point types
11061 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11062 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11064 tmp->form_opinion( u );
11065 tmp->mission = NPC_MISSION_NULL;
11066 tmp->long_term_goal_action();
11067 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11068 tmp->getID() ) );
11069 // This will make the new NPC active- if its nearby to the player
11070 load_npcs();
11071}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(point p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9410 of file game.cpp.

9411{
9412 if( dest_loc.z != u.posz() && !via_ramp ) {
9413 // No vertical phasing yet
9414 return false;
9415 }
9416
9417 //probability travel through walls but not water
9418 tripoint dest = dest_loc;
9419 // tile is impassable
9420 int tunneldist = 0;
9421 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9422 while( m.impassable( dest ) ||
9423 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9424 //add 1 to tunnel distance for each impassable tile in the line
9425 tunneldist += 1;
9426 //Being dimensionally anchored prevents quantum shenanigans.
9427 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9429 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9430 return false;
9431 }
9432 if( tunneldist > 24 ) {
9433 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9434 return false;
9435 }
9436
9437 dest.x += d.x;
9438 dest.y += d.y;
9439 }
9440
9442
9443 if( tunneldist != 0 ) {
9444 // -1 because power_cost for the first tile was already taken up by the bionic's activation
9445 if( ( tunneldist - 1 ) * power_cost > u.get_power_level() ) {
9446 // oops, not enough energy! Tunneling costs set amount of bionic power per impassable tile
9447 if( tunneldist * power_cost > u.get_max_power_level() ) {
9448 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9449 } else {
9450 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %s of bionic power to travel that thickness of material." ),
9451 units::display( power_cost * tunneldist ) );
9452 }
9453 return false;
9454 }
9455
9456 if( u.in_vehicle ) {
9457 m.unboard_vehicle( u.pos() );
9458 }
9459
9460 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9461 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9462 u.mod_power_level( -( ( tunneldist - 1 ) * power_cost ) );
9463 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9464 u.moves -= ( 50 + ( tunneldist * 50 ) );
9465 u.setpos( dest );
9466
9467 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9468 m.board_vehicle( u.pos(), &u );
9469 }
9470
9471 u.grab( OBJECT_NONE );
9473 m.creature_on_trap( u );
9474 return true;
9475 }
9476
9477 return false;
9478}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3231
units::energy get_max_power_level() const
Definition: character.cpp:1890
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1207
void on_move_effects()
Definition: game.cpp:9678
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1107
constexpr int sgn(const T x)
Definition: enums.h:8
static const bionic_id bio_probability_travel("bio_probability_travel")
std::string display(const units::energy v)
Definition: units.cpp:59
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37

References _, add_msg(), player::add_msg_if_player(), bio_probability_travel, map::board_vehicle(), map::creature_on_trap(), critter_at(), units::display(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), bionic_data::power_activate, Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5566 of file game.cpp.

5567{
5568 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5569 _( "There is nothing to pick up nearby." ),
5570 ACTION_PICKUP, false );
5571 if( !examp_ ) {
5572 return;
5573 }
5574 pickup( *examp_ );
5575}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5577 of file game.cpp.

5578{
5579 // Highlight target
5580 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5581 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5582 } );
5583 add_draw_callback( hilite_cb );
5584
5585 pickup::pick_up( p, 0 );
5586}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5588 of file game.cpp.

5589{
5590 pickup::pick_up( u.pos(), 1 );
5591}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4624 of file game.cpp.

4625{
4626 // TODO: change this into an assert, it must never happen.
4627 if( id.is_null() ) {
4628 return nullptr;
4629 }
4630 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4631}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4624

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4633 of file game.cpp.

4637{
4639 if( forced || can_place_monster( *mon, center ) ) {
4640 where = center;
4641 }
4642
4643 // This loop ensures the monster is placed as close to the center as possible,
4644 // but all places that equally far from the center have the same probability.
4645 for( int r = 1; r <= radius && !where; ++r ) {
4647 }
4648
4649 if( !where ) {
4650 return nullptr;
4651 }
4652 mon->spawn( *where );
4653 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4654}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4606
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4590

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4614 of file game.cpp.

4615{
4616 return place_critter_around( id, p, 0 );
4617}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4619 of file game.cpp.

4620{
4621 return place_critter_around( mon, p, 0 );
4622}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4656 of file game.cpp.

4657{
4658 // TODO: change this into an assert, it must never happen.
4659 if( id.is_null() ) {
4660 return nullptr;
4661 }
4662 return place_critter_within( make_shared_fast<monster>( id ), range );
4663}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4656

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4665 of file game.cpp.

4667{
4668 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4669 if( !where ) {
4670 return nullptr;
4671 }
4672 mon->spawn( *where );
4673 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4674}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9048 of file game.cpp.

9049{
9050 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9051 if( const cata::optional<std::string> label = vp1.get_label() ) {
9052 add_msg( m_info, _( "Label here: %s" ), *label );
9053 }
9054 std::string signage = m.get_signage( dest_loc );
9055 if( !signage.empty() ) {
9056 if( !u.has_trait( trait_ILLITERATE ) ) {
9057 add_msg( m_info, _( "The sign says: %s" ), signage );
9058 } else {
9059 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9060 }
9061 }
9062 if( m.has_graffiti_at( dest_loc ) ) {
9063 if( !u.has_trait( trait_ILLITERATE ) ) {
9064 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9065 } else {
9066 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9067 }
9068 }
9069 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9070 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9071 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9072 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9073 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9074 dest_loc ) );
9075 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9076 }
9077 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9078 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9079 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9080 dest_loc ) );
9081 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9082 }
9083 }
9084 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9085 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9086 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9087 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9088 if( u.is_mounted() ) {
9089 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9090 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9091 } else {
9092 const bodypart_id bp = u.get_random_body_part();
9093 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9094 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9095 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9096 body_part_name_accusative( bp->token ),
9097 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9098 dest_loc ) );
9099 }
9100 }
9101 }
9102 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9103 u.add_effect( effect_bouldering, 1_turns, num_bp );
9104 } else if( u.has_effect( effect_bouldering ) ) {
9106 }
9107 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9108 u.add_effect( effect_no_sight, 1_turns, num_bp );
9109 } else if( u.has_effect( effect_no_sight ) ) {
9111 }
9112
9113 // If we moved out of the nonant, we need update our map data
9114 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9115 add_msg( _( "The water puts out the flames!" ) );
9117 if( u.is_mounted() ) {
9118 monster *mon = u.mounted_creature.get();
9119 if( mon->has_effect( effect_onfire ) ) {
9121 }
9122 }
9123 }
9124
9125 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9126 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9127 // Immobile monsters can't be displaced.
9128 monster &critter = *mon_ptr;
9129 // TODO: handling for ridden creatures other than players mount.
9130 if( !critter.has_effect( effect_ridden ) ) {
9131 if( u.is_mounted() ) {
9132 std::vector<tripoint> valid;
9133 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9134 if( is_empty( jk ) ) {
9135 valid.push_back( jk );
9136 }
9137 }
9138 if( !valid.empty() ) {
9139 critter.move_to( random_entry( valid ) );
9140 add_msg( _( "You push the %s out of the way." ), critter.name() );
9141 } else {
9142 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9143 return u.pos().xy();
9144 }
9145 } else {
9146 critter.move_to( u.pos(), false,
9147 true ); // Force the movement even though the player is there right now.
9148 add_msg( _( "You displace the %s." ), critter.name() );
9149 }
9150 } else if( !u.has_effect( effect_riding ) ) {
9151 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9152 return u.pos().xy();
9153 }
9154 }
9155
9156 // If the player is in a vehicle, unboard them from the current part
9157 if( u.in_vehicle ) {
9158 m.unboard_vehicle( u.pos() );
9159 }
9160 // Move the player
9161 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9162 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9163 vertical_shift( dest_loc.z );
9164 }
9165
9166 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9167 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9168 vp1 ) ) {
9169 u.stop_hauling();
9170 }
9171 u.setpos( dest_loc );
9172 if( u.is_mounted() ) {
9173 monster *mon = u.mounted_creature.get();
9174 mon->setpos( dest_loc );
9175 mon->process_triggers();
9176 m.creature_in_field( *mon );
9177 }
9178 point submap_shift = update_map( u );
9179 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9180 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9181 // If you must use it you can calculate the position in the new, shifted system with
9182 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9183
9184 //Auto pulp or butcher and Auto foraging
9185 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9187
9188 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9189 if( forage_type != "off" ) {
9190 const auto forage = [&]( const tripoint & pos ) {
9191 const auto &xter_t = m.ter( pos ).obj().examine;
9192 const auto &xfurn_t = m.furn( pos ).obj().examine;
9193 const bool forage_everything = forage_type == "both";
9194 const bool forage_bushes = forage_everything || forage_type == "bushes";
9195 const bool forage_trees = forage_everything || forage_type == "trees";
9196 if( xter_t == &iexamine::none && xfurn_t == &iexamine::none ) {
9197 return;
9198 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9199 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9200 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9201 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9202 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9203 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9204 ) {
9205 xter_t( u, pos );
9206 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9207 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9208 ) {
9209 xfurn_t( u, pos );
9210 }
9211 };
9212
9213 for( auto &elem : adjacentDir ) {
9214 forage( u.pos() + direction_XY( elem ) );
9215 }
9216 }
9217
9218 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9219 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9220 std::vector<item *> corpses;
9221
9222 for( item &it : m.i_at( u.pos() ) ) {
9223 corpses.push_back( &it );
9224 }
9225
9226 if( !corpses.empty() ) {
9227 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9228 for( item *it : corpses ) {
9229 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9230 }
9231 }
9232 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9233 const auto pulp = [&]( const tripoint & pos ) {
9234 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9235 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9236 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9238 u.activity.placement = m.getabs( pos );
9239 u.activity.auto_resume = true;
9240 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9241 return;
9242 }
9243 }
9244 };
9245
9246 if( pulp_butcher == "pulp_adjacent" ) {
9247 for( auto &elem : adjacentDir ) {
9248 pulp( u.pos() + direction_XY( elem ) );
9249 }
9250 } else {
9251 pulp( u.pos() );
9252 }
9253 }
9254 }
9255
9256 //Autopickup
9257 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9258 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9259 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9260 pickup::pick_up( u.pos(), -1 );
9261 }
9262
9263 // If the new tile is a boardable part, board it
9264 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9265 m.board_vehicle( u.pos(), &u );
9266 }
9267
9268 // Traps!
9269 // Try to detect.
9271 if( u.is_mounted() ) {
9273 } else {
9274 m.creature_on_trap( u );
9275 }
9276 // Drench the player if swimmable
9277 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9278 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9279 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9280 }
9281
9282 // List items here
9283 if( !m.has_flag( "SEALED", u.pos() ) ) {
9284 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9285 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9286 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9287 add_msg( _( "There's something here, but you can't see what it is." ) );
9288 } else if( m.has_items( u.pos() ) ) {
9289 std::vector<std::string> names;
9290 std::vector<size_t> counts;
9291 std::vector<item> items;
9292 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9293
9294 std::string next_tname = tmpitem.tname();
9295 std::string next_dname = tmpitem.display_name();
9296 bool by_charges = tmpitem.count_by_charges();
9297 bool got_it = false;
9298 for( size_t i = 0; i < names.size(); ++i ) {
9299 if( by_charges && next_tname == names[i] ) {
9300 counts[i] += tmpitem.charges;
9301 got_it = true;
9302 break;
9303 } else if( next_dname == names[i] ) {
9304 counts[i] += 1;
9305 got_it = true;
9306 break;
9307 }
9308 }
9309 if( !got_it ) {
9310 if( by_charges ) {
9311 names.push_back( tmpitem.tname( tmpitem.charges ) );
9312 counts.push_back( tmpitem.charges );
9313 } else {
9314 names.push_back( tmpitem.display_name( 1 ) );
9315 counts.push_back( 1 );
9316 }
9317 items.push_back( tmpitem );
9318 }
9319 if( names.size() > 10 ) {
9320 break;
9321 }
9322 }
9323 for( size_t i = 0; i < names.size(); ++i ) {
9324 if( !items[i].count_by_charges() ) {
9325 names[i] = items[i].display_name( counts[i] );
9326 } else {
9327 names[i] = items[i].tname( counts[i] );
9328 }
9329 }
9330 int and_the_rest = 0;
9331 for( size_t i = 0; i < names.size(); ++i ) {
9332 //~ number of items: "<number> <item>"
9333 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9334 names[i] = string_format( fmt, counts[i], names[i] );
9335 // Skip the first two.
9336 if( i > 1 ) {
9337 and_the_rest += counts[i];
9338 }
9339 }
9340 if( names.size() == 1 ) {
9341 add_msg( _( "You see here %s." ), names[0] );
9342 } else if( names.size() == 2 ) {
9343 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9344 } else if( names.size() == 3 ) {
9345 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9346 } else if( and_the_rest < 7 ) {
9347 add_msg( vgettext( "You see here %s, %s and %d more item.",
9348 "You see here %s, %s and %d more items.",
9349 and_the_rest ),
9350 names[0], names[1], and_the_rest );
9351 } else {
9352 add_msg( _( "You see here %s and many more items." ), names[0] );
9353 }
9354 }
9355 }
9356 }
9357
9358 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9359 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9360 add_msg( _( "There are vehicle controls here." ) );
9361 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9362 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9363 }
9364 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9365 u.is_mounted() ) {
9366 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9367 }
9368 return submap_shift;
9369}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1759
bool is_hauling() const
Definition: character.cpp:9140
void stop_hauling()
Definition: character.cpp:9131
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1626
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10532
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:5981
std::string furnname(const tripoint &p)
Definition: map.cpp:1527
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2380
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7877
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4799
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7866
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2370
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2356
void setpos(const tripoint &p) override
Definition: monster.cpp:238
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1548
void process_triggers()
Definition: monster.cpp:1221
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void search_surroundings(Character &who)
Search surrounding squares for traps (and maybe other things in the future).
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3681
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3646
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2118
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2097
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2106
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2088
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3660
string_id< zone_type > zone_type_id
Definition: type_id.h:202

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), character_funcs::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9371 of file game.cpp.

9372{
9373 // if player is teleporting around, they don't bring their horse with them
9374 if( u.is_mounted() ) {
9376 u.mounted_creature->remove_effect( effect_ridden );
9377 u.mounted_creature = nullptr;
9378 }
9379 // offload the active npcs.
9380 unload_npcs();
9381 for( monster &critter : all_monsters() ) {
9382 despawn_monster( critter );
9383 }
9384 if( u.in_vehicle ) {
9385 m.unboard_vehicle( u.pos() );
9386 }
9387
9389 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9390 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9391 for( int z = minz; z <= maxz; z++ ) {
9392 m.clear_vehicle_list( z );
9393 }
9395 // offset because load_map expects the coordinates of the top left corner, but the
9396 // player will be centered in the middle of the map.
9397 // TODO: fix point types
9398 const tripoint map_sm_pos(
9399 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9400 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9401 load_map( map_sm_pos );
9402 load_npcs();
9403 m.spawn_monsters( true ); // Static monsters
9405 // update weather now as it could be different on the new location
9407 place_player( player_pos );
9408}
point place_player(const tripoint &dest)
Definition: game.cpp:9048
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:859
void update_overmap_seen()
Definition: game.cpp:10710
level_cache & access_cache(int zlev)
Definition: map.cpp:8776
void clear_vehicle_list(int zlev)
Definition: map.cpp:389
void clear_vehicle_cache()
Definition: map.cpp:371
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:351

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 755 of file game.cpp.

758{
759 std::vector<std::string> search_types = omt_search_types;
760 if( search_types.empty() ) {
761 vehicle veh( id );
762 if( veh.can_float() ) {
763 search_types.push_back( "river" );
764 search_types.push_back( "lake" );
765 } else {
766 search_types.push_back( "field" );
767 search_types.push_back( "road" );
768 }
769 }
770 for( const std::string &search_type : search_types ) {
771 omt_find_params find_params;
772 find_params.must_see = false;
773 find_params.cant_see = false;
774 find_params.types.emplace_back( search_type, ot_match_type::type );
775 // find nearest road
776 find_params.min_distance = min_distance;
777 find_params.search_range = max_distance;
778 // if player spawns underground, park their car on the surface.
779 const tripoint_abs_omt omt_origin( origin, 0 );
780 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
781 // try place vehicle there.
782 tinymap target_map;
783 target_map.load( project_to<coords::sm>( goal ), false );
784 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
785 static constexpr std::array<units::angle, 4> angles = {{
786 0_degrees, 90_degrees, 180_degrees, 270_degrees
787 }
788 };
789 vehicle *veh = target_map.add_vehicle(
790 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
791 if( veh ) {
792 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
793 veh->sm_pos = ms_to_sm_remain( abs_local );
794 veh->pos = abs_local.xy();
796 veh->tracking_on = true;
797 target_map.save();
798 return veh;
799 }
800 }
801 }
802 return nullptr;
803}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6637
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5633
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2048
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1941
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1926
bool tracking_on
Definition: vehicle.h:2016
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6523 of file game.cpp.

6526{
6527 // get global area info according to look_around caret position
6528 // TODO: fix point types
6530 lp ) ) ) );
6531 // we only need the area name and then pass it to print_all_tile_info() function below
6532 const std::string area_name = cur_ter_m->get_name();
6533 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6534}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5698
point ms_to_omt_copy(point p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5698 of file game.cpp.

5703{
5704 visibility_type visibility = VIS_HIDDEN;
5705 const bool inbounds = m.inbounds( lp );
5706 if( inbounds ) {
5707 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5708 }
5709 const Creature *creature = critter_at( lp, true );
5710 switch( visibility ) {
5711 case VIS_CLEAR: {
5712 const optional_vpart_position vp = m.veh_at( lp );
5713 print_terrain_info( lp, w_look, area_name, column, line );
5714 print_fields_info( lp, w_look, column, line );
5715 print_trap_info( lp, w_look, column, line );
5716 print_creature_info( creature, w_look, column, line, last_line );
5717 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5718 last_line );
5719 print_items_info( lp, w_look, column, line, last_line );
5720 print_graffiti_info( lp, w_look, column, line, last_line );
5721 }
5722 break;
5723 case VIS_BOOMER:
5724 case VIS_BOOMER_DARK:
5725 case VIS_DARK:
5726 case VIS_LIT:
5727 case VIS_HIDDEN:
5728 print_visibility_info( w_look, column, line, visibility );
5729
5730 if( creature != nullptr ) {
5731 std::vector<std::string> buf;
5732 if( u.sees_with_infrared( *creature ) ) {
5733 creature->describe_infrared( buf );
5734 } else if( u.sees_with_specials( *creature ) ) {
5735 creature->describe_specials( buf );
5736 }
5737 for( const std::string &s : buf ) {
5738 mvwprintw( w_look, point( 1, ++line ), s );
5739 }
5740 }
5741 break;
5742 }
5743 if( !inbounds ) {
5744 return;
5745 }
5746 auto this_sound = sounds::sound_at( lp );
5747 if( !this_sound.empty() ) {
5748 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5749 } else {
5750 // Check other z-levels
5751 tripoint tmp = lp;
5752 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5753 if( tmp.z == lp.z ) {
5754 continue;
5755 }
5756
5757 auto zlev_sound = sounds::sound_at( tmp );
5758 if( !zlev_sound.empty() ) {
5759 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5760 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5761 }
5762 }
5763 }
5764}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6320
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5871
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5795
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5965
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5909
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5918
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5927
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5766
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5889
void line(map *m, const ter_id &type, point p1, point p2)
Definition: mapgen.cpp:6485
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5909 of file game.cpp.

5911{
5912 int vLines = last_line - line;
5913 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
5914 line = creature->print_info( w_look, ++line, vLines, column );
5915 }
5916}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5871 of file game.cpp.

5873{
5874 const field &tmpfield = m.field_at( lp );
5875 for( auto &fld : tmpfield ) {
5876 const field_entry &cur = fld.second;
5877 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
5878 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
5879 const int max_width = getmaxx( w_look ) - column - 2;
5880 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
5881 get_fire_fuel_string( lp ) ) - 1;
5882 line += lines;
5883 } else {
5884 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
5885 }
5886 }
5887}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:627
ter_id t_pit
Definition: mapdata.cpp:627

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5965 of file game.cpp.

5968{
5969 if( line > last_line ) {
5970 return;
5971 }
5972
5973 const int max_width = getmaxx( w_look ) - column - 2;
5974 if( m.has_graffiti_at( lp ) ) {
5975 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
5976 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
5977 m.graffiti_at( lp ) );
5978 }
5979}
ter_id t_grave_new
Definition: mapdata.cpp:627

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5927 of file game.cpp.

5931{
5932 if( !m.sees_some_items( lp, u ) ) {
5933 return;
5934 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
5935 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
5936 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
5937 mvwprintz( w_look, point( column, ++line ), c_yellow,
5938 _( "There's something there, but you can't see what it is." ) );
5939 return;
5940 } else {
5941 std::map<std::string, int> item_names;
5942 for( auto &item : m.i_at( lp ) ) {
5943 ++item_names[item.tname()];
5944 }
5945
5946 const int max_width = getmaxx( w_look ) - column - 1;
5947 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
5948 // last line but not last item
5949 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
5950 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
5951 break;
5952 }
5953
5954 if( it->second > 1 ) {
5955 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
5956 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
5957 it->first.c_str(), it->second );
5958 } else {
5959 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
5960 }
5961 }
5962 }
5963}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4775
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5795 of file game.cpp.

5798{
5799 const int max_width = getmaxx( w_look ) - column - 1;
5800 int lines;
5801
5802 const auto fmt_tile_info = []( const tripoint & lp ) {
5803 map &here = get_map();
5804 std::string ret;
5805 if( debug_mode ) {
5806 ret += lp.to_string();
5807 ret += "\n";
5808 }
5809 ret += here.tername( lp );
5811 ret += colorize( string_format( " [%s]", here.ter( lp )->id ), c_light_blue );
5812 }
5813 if( here.has_furn( lp ) ) {
5814 ret += string_format( "; %s", here.furnname( lp ) );
5816 ret += colorize( string_format( " [%s]", here.furn( lp )->id ), c_light_blue );
5817 }
5818 }
5819 return ret;
5820 };
5821
5822 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5823
5824 if( m.impassable( lp ) ) {
5825 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5826 _( "%s; Impassable" ),
5827 tile );
5828 } else {
5829 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5830 _( "%s; Movement cost %d" ),
5831 tile, m.move_cost( lp ) * 50 );
5832
5833 const auto ll = get_light_level( std::max( 1.0,
5834 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5835 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5836 wprintz( w_look, ll.second, ll.first );
5837 }
5838
5839 std::string signage = m.get_signage( lp );
5840 if( !signage.empty() ) {
5841 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5842 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5843 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5844 }
5845
5846 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5847 // Print info about stuff below
5848 tripoint below( lp.xy(), lp.z - 1 );
5849 std::string tile_below = fmt_tile_info( below );
5850
5851 if( !m.has_floor_or_support( lp ) ) {
5852 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5853 _( "Below: %s; No support" ),
5854 tile_below );
5855 } else {
5856 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5857 _( "Below: %s; Walkable" ),
5858 tile_below );
5859 }
5860 }
5861
5862 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5863 m.features( lp ) );
5864 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5865 m.coverage( lp ) );
5866 if( line < lines ) {
5867 line = lines + map_features - 1;
5868 }
5869}
Manage and cache data about a part of the map.
Definition: map.h:384
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2097
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:646
std::string features(const tripoint &p)
Definition: map.cpp:1772
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6286
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:500
ter_str_id id
Definition: mapdata.h:465

References _, map::ambient_light_at(), c_dark_gray, c_light_blue, c_light_gray, colorize(), map::coverage(), debug_mode, display_object_ids, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5889 of file game.cpp.

5892{
5893 const trap &tr = m.tr_at( lp );
5894 if( tr.can_see( lp, u ) ) {
5895 partial_con *pc = m.partial_con_at( lp );
5896 std::string tr_name;
5897 if( pc && tr.loadid == tr_unfinished_construction ) {
5898 const construction &built = pc->id.obj();
5899 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.group->name(),
5900 pc->counter / 100000 );
5901 } else {
5902 tr_name = tr.name();
5903 }
5904
5905 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
5906 }
5907}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5183
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string name() const
construction_group_str_id group
Definition: construction.h:50
construction_id id
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::group, partial_con::id, line(), trap::loadid, m, mvwprintz(), construction_group::name(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5918 of file game.cpp.

5920{
5921 if( veh ) {
5922 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
5923 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
5924 }
5925}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5766 of file game.cpp.

5768{
5769 const char *visibility_message = nullptr;
5770 switch( visibility ) {
5771 case VIS_CLEAR:
5772 visibility_message = _( "Clearly visible." );
5773 break;
5774 case VIS_BOOMER:
5775 visibility_message = _( "A bright pink blur." );
5776 break;
5777 case VIS_BOOMER_DARK:
5778 visibility_message = _( "A pink blur." );
5779 break;
5780 case VIS_DARK:
5781 visibility_message = _( "Darkness." );
5782 break;
5783 case VIS_LIT:
5784 visibility_message = _( "Bright light." );
5785 break;
5786 case VIS_HIDDEN:
5787 visibility_message = _( "Unseen." );
5788 break;
5789 }
5790
5791 mvwprintw( w_look, point( line, column ), visibility_message );
5792 line += 2;
5793}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1650 of file game.cpp.

1651{
1652 if( !u.activity ) {
1653 return;
1654 }
1655
1656 while( u.moves > 0 && u.activity ) {
1657 u.activity.do_turn( u );
1658 }
1659}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11282 of file game.cpp.

11283{
11284 const bool worn = p.is_worn( it );
11285 const bool wielded = ( &it == &p.weapon );
11286 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11287 if( worn ) {
11288 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11289 effects.insert( effects.end(), ew.begin(), ew.end() );
11290 }
11291 if( wielded ) {
11292 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11293 effects.insert( effects.end(), ew.begin(), ew.end() );
11294 }
11295
11296 if( it.is_tool() ) {
11297 // Recharge it if necessary
11298 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11299 //Before incrementing charge, check that any extra requirements are met
11300 if( check_art_charge_req( it ) ) {
11301 switch( it.type->artifact->charge_type ) {
11302 case ARTC_NULL:
11303 case NUM_ARTCS:
11304 break; // dummy entries
11305 case ARTC_TIME:
11306 // Once per hour
11307 if( calendar::once_every( 1_hours ) ) {
11308 it.charges++;
11309 }
11310 break;
11311 case ARTC_SOLAR:
11312 if( calendar::once_every( 10_minutes ) &&
11313 is_in_sunlight( p.pos() ) ) {
11314 it.charges++;
11315 }
11316 break;
11317 // Artifacts can inflict pain even on Deadened folks.
11318 // Some weird Lovecraftian thing. ;P
11319 // (So DON'T route them through mod_pain!)
11320 case ARTC_PAIN:
11321 if( calendar::once_every( 1_minutes ) ) {
11322 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11323 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11324 it.charges++;
11325 }
11326 break;
11327 case ARTC_HP:
11328 if( calendar::once_every( 1_minutes ) ) {
11329 add_msg( m_bad, _( "You feel your body decaying." ) );
11330 p.hurtall( 1, nullptr );
11331 it.charges++;
11332 }
11333 break;
11334 case ARTC_FATIGUE:
11335 if( calendar::once_every( 1_minutes ) ) {
11336 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11337 u.mod_fatigue( 3 * rng( 1, 3 ) );
11338 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11339 it.charges++;
11340 }
11341 break;
11342 // Portals are energetic enough to charge the item.
11343 // Tears in reality are consumed too, but can't charge it.
11344 case ARTC_PORTAL:
11345 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11346 m.remove_field( dest, fd_fatigue );
11347 if( m.tr_at( dest ).loadid == tr_portal ) {
11348 add_msg( m_good, _( "The portal collapses!" ) );
11349 m.remove_trap( dest );
11350 it.charges++;
11351 break;
11352 }
11353 }
11354 break;
11355 }
11356 }
11357 }
11358 }
11359
11360 for( const art_effect_passive &i : effects ) {
11361 switch( i ) {
11362 case AEP_STR_UP:
11363 p.mod_str_bonus( +4 );
11364 break;
11365 case AEP_DEX_UP:
11366 p.mod_dex_bonus( +4 );
11367 break;
11368 case AEP_PER_UP:
11369 p.mod_per_bonus( +4 );
11370 break;
11371 case AEP_INT_UP:
11372 p.mod_int_bonus( +4 );
11373 break;
11374 case AEP_ALL_UP:
11375 p.mod_str_bonus( +2 );
11376 p.mod_dex_bonus( +2 );
11377 p.mod_per_bonus( +2 );
11378 p.mod_int_bonus( +2 );
11379 break;
11380 case AEP_SPEED_UP:
11381 // Handled in player::current_speed()
11382 break;
11383
11384 case AEP_PBLUE:
11385 if( p.get_rad() > 0 ) {
11386 p.mod_rad( -1 );
11387 }
11388 break;
11389
11390 case AEP_SMOKE:
11391 if( one_in( 10 ) ) {
11392 tripoint pt( p.posx() + rng( -1, 1 ),
11393 p.posy() + rng( -1, 1 ),
11394 p.posz() );
11395 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11396 }
11397 break;
11398
11399 case AEP_SNAKES:
11400 break; // Handled in player::hit()
11401
11402 case AEP_EXTINGUISH:
11403 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11404 m.mod_field_age( dest, fd_fire, -1_turns );
11405 }
11406 break;
11407
11408 case AEP_FUN:
11409 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11410 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11411 break;
11412
11413 case AEP_HUNGER:
11414 if( one_in( 100 ) ) {
11415 p.mod_stored_kcal( -10 );
11416 }
11417 break;
11418
11419 case AEP_THIRST:
11420 if( one_in( 120 ) ) {
11421 p.mod_thirst( 1 );
11422 }
11423 break;
11424
11425 case AEP_EVIL:
11426 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11427 p.add_effect( effect_evil, 30_minutes );
11428 if( it.is_armor() ) {
11429 if( !worn ) {
11430 add_msg( _( "You have an urge to wear the %s." ),
11431 it.tname() );
11432 }
11433 } else if( !wielded ) {
11434 add_msg( _( "You have an urge to wield the %s." ),
11435 it.tname() );
11436 }
11437 }
11438 break;
11439
11440 case AEP_SCHIZO:
11441 break; // Handled in player::suffer()
11442
11443 case AEP_RADIOACTIVE:
11444 if( one_in( 4 ) ) {
11445 p.irradiate( 1.0f );
11446 }
11447 break;
11448
11449 case AEP_STR_DOWN:
11450 p.mod_str_bonus( -3 );
11451 break;
11452
11453 case AEP_DEX_DOWN:
11454 p.mod_dex_bonus( -3 );
11455 break;
11456
11457 case AEP_PER_DOWN:
11458 p.mod_per_bonus( -3 );
11459 break;
11460
11461 case AEP_INT_DOWN:
11462 p.mod_int_bonus( -3 );
11463 break;
11464
11465 case AEP_ALL_DOWN:
11466 p.mod_str_bonus( -2 );
11467 p.mod_dex_bonus( -2 );
11468 p.mod_per_bonus( -2 );
11469 p.mod_int_bonus( -2 );
11470 break;
11471
11472 case AEP_SPEED_DOWN:
11473 break; // Handled in player::current_speed()
11474
11475 default:
11476 //Suppress warnings
11477 break;
11478 }
11479 }
11480 // Recalculate, as it might have changed (by mod_*_bonus above)
11481 p.str_cur = p.get_str();
11482 p.int_cur = p.get_int();
11483 p.dex_cur = p.get_dex();
11484 p.per_cur = p.get_per();
11485}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4172
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4167
int str_cur
Definition: character.h:256
void mod_rad(int mod)
Definition: character.cpp:7040
virtual int get_dex() const
Definition: character.cpp:4056
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4287
bool is_worn(const item &thing) const
Definition: character.h:1086
virtual int get_int() const
Definition: character.cpp:4064
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4418
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4162
int int_cur
Definition: character.h:258
int get_rad() const
Definition: character.cpp:7030
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9047
virtual int get_per() const
Definition: character.cpp:4060
void mod_stamina(int mod)
Definition: character.cpp:7069
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8617
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1536
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4177
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1358
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4806
bool is_tool() const
Definition: item.cpp:6953
int charges
Definition: item.h:2196
bool is_armor() const
Definition: item.cpp:6704
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5438
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5358
void remove_trap(const tripoint &p)
Definition: map.cpp:5303
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1610 of file game.cpp.

1611{
1612 if( u.has_effect( effect_sleep ) ) {
1613 // Can't interrupt
1614 return;
1615 }
1616
1617 bool has_activity = u.activity && u.activity.moves_left > 0;
1618 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1619
1620 if( !has_activity && !is_travelling ) {
1621 // Nohing to interrupt
1622 return;
1623 }
1624
1625 // Key poll may be quite expensive, so limit it to 10 times per second.
1626 static auto last_poll = std::chrono::steady_clock::now();
1627 auto now = std::chrono::steady_clock::now();
1628 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1629 ( now - last_poll ).count();
1630
1631 if( difference > 100 ) {
1633 last_poll = now;
1634 }
1635
1636 // If player is performing a task and a monster is dangerously close, warn them
1637 // regardless of previous safemode warnings.
1638 // Distraction Manager can change this.
1639 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1641 Creature *hostile_critter = is_hostile_very_close();
1642 if( hostile_critter != nullptr ) {
1644 string_format( _( "The %s is dangerously close!" ),
1645 hostile_critter->get_name() ) );
1646 }
1647 }
1648}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9178
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:1971
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8660 of file game.cpp.

8661{
8662 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8663
8664 if( !harmful_stuff.empty() &&
8665 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8666 return false;
8667 }
8668 if( !harmful_stuff.empty() && u.is_mounted() &&
8669 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8670 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8671 u.mounted_creature->get_name() );
8672 return false;
8673 }
8674 return true;
8675}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11250 of file game.cpp.

11251{
11252 const WORLDPTR active_world = world_generator->active_world;
11253 if( active_world == nullptr ) {
11254 return;
11255 }
11256
11257 if( active_world->save_exists( save_t::from_save_id( u.get_save_id() ) ) ) {
11258 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11259 MAPBUFFER.clear();
11261 try {
11262 setup();
11263 } catch( const std::exception &err ) {
11264 debugmsg( "Error: %s", err.what() );
11265 }
11267 }
11268 } else {
11269 popup_getkey( _( "No saves for current character yet." ) );
11270 }
11271}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2508
void setup()
Definition: game.cpp:475
static save_t from_save_id(const std::string &save_id)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:457
bool save_exists(const save_t &name) const

References _, mapbuffer::clear(), overmapbuffer::clear(), debugmsg, save_t::from_save_id(), avatar::get_save_id(), load(), MAPBUFFER, moves_since_last_save, overmap_buffer, popup_getkey(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11228 of file game.cpp.

11229{
11230 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11231 if( !moves_since_last_save ) {
11232 return;
11233 }
11234 add_msg( m_info, _( "Saving game, this may take a while" ) );
11235
11237 popup.message( "%s", _( "Saving game, this may take a while" ) );
11240
11241 time_t now = time( nullptr ); //timestamp for start of saving procedure
11242
11243 //perform save
11244 save();
11245 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11247 last_save_timestamp = now;
11248}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), save(), and time.

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 463 of file game.cpp.

464{
465 if( was_fullscreen ) {
466 if( !fullscreen ) {
468 }
469 }
470}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 868 of file game.cpp.

869{
870 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
871 // and not invoke "on_load" for those NPCs that avoided unloading this way.
872 unload_npcs();
873 load_npcs();
874}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( std::function< void(std::string)>  out)

Definition at line 427 of file game.cpp.

428{
429#if defined(TILES)
430 // Disable UIs below to avoid accessing the tile context during loading.
432 try {
433 tilecontext->reinit();
434 std::vector<mod_id> dummy;
435 tilecontext->load_tileset(
436 get_option<std::string>( "TILES" ),
437 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
438 /*precheck=*/false,
439 /*force=*/true,
440 /*pump_events=*/true
441 );
442 tilecontext->do_tile_loading_report( out );
443 } catch( const std::exception &err ) {
444 popup( _( "Loading the tileset failed: %s" ), err.what() );
445 }
446 g->reset_zoom();
447 g->mark_main_ui_adaptor_resize();
448#endif // TILES
449}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2248 of file game.cpp.

2249{
2251 return remoteveh_cache;
2252 }
2254 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2255 if( remote_veh_string.str().empty() ||
2257 remoteveh_cache = nullptr;
2258 } else {
2259 tripoint vp;
2260 remote_veh_string >> vp.x >> vp.y >> vp.z;
2261 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2262 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2263 remoteveh_cache = veh;
2264 } else {
2265 remoteveh_cache = nullptr;
2266 }
2267 }
2268 return remoteveh_cache;
2269}
vehicle * remoteveh_cache
Definition: game.h:1045
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3360
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1880 of file game.cpp.

1881{
1882 follower_ids.erase( id );
1883 u.follower_ids.erase( id );
1884}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4686 of file game.cpp.

4687{
4688 critter_tracker->remove( critter );
4689}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10749 of file game.cpp.

10750{
10751 for( auto &elem : coming_to_stairs ) {
10752 elem.staircount = 0;
10753 const tripoint pnt( elem.pos().xy(), get_levz() );
10754 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10755 }
10756
10757 coming_to_stairs.clear();
10758}
std::vector< monster > coming_to_stairs
Definition: game.h:983

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7120 of file game.cpp.

7122{
7123 const int width = getmaxx( window );
7124 for( int i = 1; i < TERMX; i++ ) {
7125 if( i < width ) {
7126 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7127 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7128 LINE_OXOX ); // -
7129 }
7130
7131 if( i < TERMY - height ) {
7132 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7133 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7134 }
7135 }
7136
7137 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7138 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7139
7140 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7141 LINE_XXXO ); // |-
7142 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7143 LINE_XOXX ); // -|
7144
7145 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7146 wprintz( window, c_white, _( "Items" ) );
7147
7148 std::string sSort;
7149 if( bRadiusSort ) {
7150 //~ Sort type: distance.
7151 sSort = _( "<s>ort: dist" );
7152 } else {
7153 //~ Sort type: category.
7154 sSort = _( "<s>ort: cat" );
7155 }
7156
7157 int letters = utf8_width( sSort );
7158
7159 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7160
7161 std::vector<std::string> tokens;
7162 if( !sFilter.empty() ) {
7163 tokens.emplace_back( _( "<R>eset" ) );
7164 }
7165
7166 tokens.emplace_back( _( "<E>xamine" ) );
7167 tokens.emplace_back( _( "<C>ompare" ) );
7168 tokens.emplace_back( _( "<F>ilter" ) );
7169 tokens.emplace_back( _( "<+/->Priority" ) );
7170
7171 int gaps = tokens.size() + 1;
7172 letters = 0;
7173 int n = tokens.size();
7174 for( int i = 0; i < n; i++ ) {
7175 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7176 }
7177
7178 int usedwidth = letters;
7179 const int gap_spaces = ( width - usedwidth ) / gaps;
7180 usedwidth += gap_spaces * gaps;
7181 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7182
7183 for( int i = 0; i < n; i++ ) {
7184 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7185 tokens[i] ) + gap_spaces;
7186 }
7187}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3544 of file game.cpp.

3545{
3546 for( float &lev : latest_lightlevels ) {
3547 lev = -std::numeric_limits<float>::max();
3548 }
3549}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2619 of file game.cpp.

2620{
2621 for( auto elem : follower_ids ) {
2622 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2623 if( !npc_to_get ) {
2624 continue;
2625 }
2626 npc *npc_to_add = npc_to_get.get();
2627 npc_to_add->chatbin.missions.clear();
2628 npc_to_add->chatbin.missions_assigned.clear();
2629 npc_to_add->mission = NPC_MISSION_NULL;
2630 npc_to_add->chatbin.mission_selected = nullptr;
2631 npc_to_add->set_attitude( NPCATT_NULL );
2632 npc_to_add->op_of_u.anger = 0;
2633 npc_to_add->op_of_u.fear = 0;
2634 npc_to_add->op_of_u.trust = 0;
2635 npc_to_add->op_of_u.value = 0;
2636 npc_to_add->op_of_u.owed = 0;
2637 npc_to_add->set_fac( faction_id( "no_faction" ) );
2639 npc_to_add->global_omt_location(),
2640 npc_to_add->getID() ) );
2641
2642 }
2643
2644}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3169
npc_chatbin chatbin
Definition: npc.h:1288
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2660
npc_opinion op_of_u
Definition: npc.h:1287
void set_fac(const faction_id &id)
Definition: npc.cpp:473
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:715
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:720
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:711
int value
Definition: npc.h:205
int trust
Definition: npc.h:203
int owed
Definition: npc.h:207
int fear
Definition: npc.h:204
int anger
Definition: npc.h:206

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7035 of file game.cpp.

7036{
7037#if defined(TILES)
7039 rescale_tileset( tileset_zoom );
7040#endif // TILES
7041}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4816 of file game.cpp.

4817{
4818 if( !it.is_corpse() ) {
4819 debugmsg( "Tried to revive a non-corpse." );
4820 return false;
4821 }
4822 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4823 ( it.get_mtype()->id );
4824 monster &critter = *newmon_ptr;
4825 critter.init_from_item( it );
4826 if( critter.get_hp() < 1 ) {
4827 // Failed reanimation due to corpse being too burned
4828 return false;
4829 }
4830 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4831 it.has_flag( "QUARTERED" ) ) {
4832 // Failed reanimation due to corpse being butchered
4833 return false;
4834 }
4835
4836 critter.no_extra_death_drops = true;
4837 critter.add_effect( effect_downed, 5_turns, num_bp );
4838 for( const item &component : it.components ) {
4839 critter.corpse_components.push_back( component );
4840 }
4841
4842 if( it.get_var( "zlave" ) == "zlave" ) {
4843 critter.add_effect( effect_pacified, 1_turns, num_bp );
4844 critter.add_effect( effect_pet, 1_turns, num_bp );
4845 }
4846
4847 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
4848 for( auto &ammo : critter.ammo ) {
4849 ammo.second = 0;
4850 }
4851 }
4852
4853 return place_critter_at( newmon_ptr, p );
4854}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4614
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1030
const mtype * get_mtype() const
Definition: item.cpp:6625
std::list< item > components
Definition: item.h:2159
bool has_flag(const std::string &flag) const
Definition: item.cpp:5303
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6620
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2921
bool no_extra_death_drops
Definition: monster.h:479
std::vector< item > corpse_components
Definition: monster.h:456
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2791
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2720 of file game.cpp.

2721{
2722 try {
2723 if( !save_player_data() ||
2725 !save_artifacts() ||
2726 !save_maps() ||
2727 !get_auto_pickup().save_character() ||
2729 !get_safemode().save_character() ||
2730 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2731 JsonOut jsout( fout );
2732 uistate.serialize( jsout );
2733 }, _( "uistate data" ) ) ) {
2734 return false;
2735 } else {
2736 world_generator->active_world->add_save( save_t::from_save_id( u.get_save_id() ) );
2737 return true;
2738 }
2739 } catch( std::ios::failure &err ) {
2740 popup( _( "Failed to save game data" ) );
2741 return false;
2742 }
2743}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:576
bool save_player_data()
Definition: game.cpp:2674
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_save_id(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), avatar::get_save_id(), get_world_base_save_path(), popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2655 of file game.cpp.

2656{
2657 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2658 return ::save_artifacts( artfilename );
2659}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 4877 of file game.cpp.

4878{
4879 int assist_bonus = installer.get_effect_int( effect_assisted );
4880
4881 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
4884 -1 );
4885
4886 int damage = cyborg->damage();
4887 int dmg_lvl = cyborg->damage_level( 4 );
4888 int difficulty = 12;
4889
4890 if( damage != 0 ) {
4891
4892 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
4893 dmg_lvl );
4894
4895 // Damage of the cyborg increases difficulty
4896 difficulty += dmg_lvl;
4897 }
4898
4899 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
4900 int success = chance_of_success - rng( 1, 100 );
4901
4902 if( !g->u.query_yn(
4903 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
4904 100 - static_cast<int>( chance_of_success ) ) ) {
4905 return;
4906 }
4907
4908 if( success > 0 ) {
4909 add_msg( m_good, _( "Successfully removed Personality override." ) );
4910 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
4911
4912 delete_cyborg_item( g->m, couch_pos, cyborg );
4913
4914 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
4915 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4916 tmp->load_npc_template( npc_cyborg );
4917 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
4919 tmp->hurtall( dmg_lvl * 10, nullptr );
4920 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
4921 load_npcs();
4922
4923 } else {
4924 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
4925 adjusted_skill ) );
4926 const int fail_type = std::min( 5, failure_level );
4927 switch( fail_type ) {
4928 case 1:
4929 case 2:
4930 add_msg( m_info, _( "The removal fails." ) );
4931 add_msg( m_bad, _( "The body is damaged." ) );
4932 cyborg->set_damage( damage + 1000 );
4933 break;
4934 case 3:
4935 case 4:
4936 add_msg( m_info, _( "The removal fails badly." ) );
4937 add_msg( m_bad, _( "The body is badly damaged!" ) );
4938 cyborg->set_damage( damage + 2000 );
4939 break;
4940 case 5:
4941 add_msg( m_info, _( "The removal is a catastrophe." ) );
4942 add_msg( m_bad, _( "The body is destroyed!" ) );
4943 delete_cyborg_item( g->m, couch_pos, cyborg );
4944 break;
4945 default:
4946 break;
4947 }
4948
4949 }
4950
4951}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1883
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1840
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:714
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
static const skill_id skill_computer("computer")
static void delete_cyborg_item(map &m, const tripoint &couch_pos, item *cyborg)
Definition: game.cpp:4856
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), delete_cyborg_item(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), overmapbuffer::insert_npc(), load_npcs(), m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2647 of file game.cpp.

2648{
2649 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2650 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2651 serialize_master( fout );
2652 }, _( "factions data" ) );
2653}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1243

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2661 of file game.cpp.

2662{
2663 try {
2664 m.save();
2665 overmap_buffer.save(); // can throw
2666 MAPBUFFER.save(); // can throw
2667 return true;
2668 } catch( const std::exception &err ) {
2669 popup( _( "Failed to save the maps: %s" ), err.what() );
2670 return false;
2671 }
2672}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:98

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2674 of file game.cpp.

2675{
2676 const std::string playerfile = get_player_base_save_path();
2677
2678 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2679 serialize( fout );
2680 }, _( "player data" ) );
2681 const bool saved_map_memory = u.save_map_memory();
2682 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2683 std::ostream & fout ) {
2684 fout << memorial().dump();
2685 }, _( "player memorial" ) );
2686#if defined(__ANDROID__)
2687 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2688 std::ostream & fout ) {
2689 save_shortcuts( fout );
2690 }, _( "quick shortcuts" ) );
2691#endif
2692 const bool saved_diary = u.get_avatar_diary()->store();
2693 return saved_data && saved_map_memory && saved_log && saved_diary
2694#if defined(__ANDROID__)
2695 && saved_shortcuts
2696#endif
2697 ;
2698}
bool save_map_memory()
Definition: avatar.cpp:132
bool store()
Definition: diary.cpp:760
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:11967
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), avatar::get_avatar_diary(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), diary::store(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:975
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1243 of file savegame.cpp.

1244{
1245 fout << "# version " << savegame_version << std::endl;
1246 try {
1247 JsonOut json( fout, true ); // pretty-print
1248 json.start_object();
1249
1250 json.member( "next_mission_id", next_mission_id );
1251 json.member( "next_npc_id", next_npc_id );
1252
1253 json.member( "active_missions" );
1254 mission::serialize_all( json );
1255
1256 json.member( "factions", *faction_manager_ptr );
1257 json.member( "seed", seed );
1258
1259 json.member( "weather" );
1260 json.start_object();
1261 json.member( "lightning", get_weather().lightning_active );
1262 json.end_object();
1263
1264 json.end_object();
1265 } catch( const JsonError &e ) {
1266 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1267 }
1268}
Definition: json.h:52
const char * c_str() const noexcept
Definition: json.h:55
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1234

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1788 of file game.cpp.

1789{
1790 critter_died = true;
1791}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( point  p)

Definition at line 1598 of file game.cpp.

1599{
1600 // remove the previous driving offset,
1601 // store the new offset and apply the new offset.
1608}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1783 of file game.cpp.

1784{
1785 npcs_dirty = true;
1786}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8587 of file game.cpp.

8588{
8589 safe_mode = mode;
8591}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7043 of file game.cpp.

7044{
7045#if defined(TILES)
7046 if( tileset_zoom != level ) {
7047 tileset_zoom = level;
7048 rescale_tileset( tileset_zoom );
7049 }
7050#else
7051 static_cast<void>( level );
7052#endif // TILES
7053}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2271 of file game.cpp.

2272{
2274 remoteveh_cache = veh;
2275 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2277 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2278 veh = nullptr;
2279 }
2280
2281 if( veh == nullptr ) {
2282 u.remove_value( "remote_controlling_vehicle" );
2283 return;
2284 }
2285
2286 std::stringstream remote_veh_string;
2287 const tripoint vehpos = veh->global_pos3();
2288 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2289 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2290}
void remove_value(const std::string &key)
Definition: creature.cpp:1342

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 475 of file game.cpp.

476{
477 loading_ui ui( true );
478
480
481 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
482 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
483 }
484
485 m = map( get_option<bool>( "ZLEVELS" ) );
486
488 next_mission_id = 1;
489 new_game = true;
490 uquit = QUIT_NO; // We haven't quit the game
491 bVMonsterLookFire = true;
492
493 // invalidate calendar caches in case we were previously playing
494 // a different world
495 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
496 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
497
500
501 turnssincelastmon = 0; //Auto safe mode init
502
505 coming_to_stairs.clear();
506 active_npc.clear();
507 faction_manager_ptr->clear();
512
513 SCT.vSCT.clear(); //Delete pending messages
514
515 stats().clear();
516 // reset kill counts
517 kill_tracker_ptr->clear();
519 // reset follower list
520 follower_ids.clear();
521 scent.reset();
522
524 remoteveh_cache = nullptr;
525
526 token_provider_ptr->clear();
527 // back to menu for save loading, new game etc
528}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4691
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void load_world_modfiles(loading_ui &ui, const std::string &artifacts_file)
Load & finalize modlist needed for the current world.
Definition: init.cpp:874
void reset_sounds()
Definition: sounds.cpp:565

References achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, get_world_base_save_path(), kill_tracker_ptr, init::load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), QUIT_NO, remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), SAVE_ARTIFACTS(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4544 of file game.cpp.

4545{
4546 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4547 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4548 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4549 }
4550 if( critter.is_monster() ) {
4551 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4552 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4553 return std::dynamic_pointer_cast<T>( mon_ptr );
4554 }
4555 }
4556 }
4557 if( critter.is_npc() ) {
4558 for( auto &cur_npc : active_npc ) {
4559 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4560 return std::dynamic_pointer_cast<T>( cur_npc );
4561 }
4562 }
4563 }
4564 return nullptr;
4565}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( point  delta)

Definition at line 11980 of file game.cpp.

11981{
11982 for( tripoint &p : destination_preview ) {
11983 p += delta;
11984 }
11985}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 10984 of file game.cpp.

10985{
10986 // If either shift argument is non-zero, we're shifting.
10987 if( shift == tripoint_zero ) {
10988 return;
10989 }
10990 for( monster &critter : all_monsters() ) {
10991 if( shift.xy() != point_zero ) {
10992 critter.shift( shift.xy() );
10993 }
10994
10995 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
10996 // We're inbounds, so don't despawn after all.
10997 // No need to shift Z-coordinates, they are absolute
10998 continue;
10999 }
11000 // Either a vertical shift or the critter is now outside of the reality bubble,
11001 // anyway: it must be saved and removed.
11002 despawn_monster( critter );
11003 }
11004 // The order in which zombies are shifted may cause zombies to briefly exist on
11005 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11006 critter_tracker->rebuild_cache();
11007}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 11987 of file game.cpp.

11988{
11989 ///\EFFECT_DEX decreases chances of slipping while climbing
11990 int climb = u.dex_cur;
11991 if( u.has_trait( trait_BADKNEES ) ) {
11992 climb = climb / 2;
11993 }
11994 if( one_in( climb ) ) {
11995 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
11996 if( climb <= 1 ) {
11997 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
11998 }
11999 return true;
12000 }
12001 return false;
12002}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4702 of file game.cpp.

4703{
4704 if( one_in( 100 ) ) {
4705 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4706 tmp->randomize( NC_HALLU );
4707 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4708 if( !critter_at( p, true ) ) {
4710 load_npcs();
4711 return true;
4712 } else {
4713 return false;
4714 }
4715 }
4716
4718 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4719 phantasm->hallucination = true;
4720 phantasm->spawn( p );
4721
4722 //Don't attempt to place phantasms inside of other creatures
4723 if( !critter_at( phantasm->pos(), true ) ) {
4724 return critter_tracker->add( phantasm );
4725 } else {
4726 return false;
4727 }
4728}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2715 of file game.cpp.

2716{
2717 return *spell_events_ptr;
2718}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11547 of file game.cpp.

11548{
11549 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11550 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11551 scen->has_flag( "SUM_ADV_START" );
11552
11554 if( scen_season ) {
11555 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11557 get_option<int>( "INITIAL_TIME" );
11558 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11559 if( scen->has_flag( "SPR_START" ) ) {
11561 } else if( scen->has_flag( "SUM_START" ) ) {
11564 } else if( scen->has_flag( "AUT_START" ) ) {
11567 } else if( scen->has_flag( "WIN_START" ) ) {
11570 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11573 } else {
11574 debugmsg( "The Unicorn" );
11575 }
11576 } else {
11577 // No scenario, so use the starting date+time configured in world options
11578 int initial_days = get_option<int>( "INITIAL_DAY" );
11579 if( initial_days == -1 ) {
11580 // 0 - 363 for a 91 day season
11581 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11582 }
11584
11585 // Determine the season based off how long the seasons are set to be
11586 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11587 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11588 if( season_number == 0 ) {
11590 } else if( season_number == 1 ) {
11592 } else if( season_number == 2 ) {
11594 } else {
11596 }
11597
11599 + 1_hours * get_option<int>( "INITIAL_TIME" )
11600 + 1_days * get_option<int>( "SPAWN_DELAY" );
11601 }
11602
11604}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:982
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 554 of file game.cpp.

555{
556 if( !gamemode ) {
557 gamemode = std::make_unique<special_game>();
558 }
559
560 seed = rng_bits();
561 new_game = true;
564 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
565 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
568
570
573 popup.message( "%s", _( "Please wait as we build your world" ) );
576
577 load_master();
578 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
579
583 do {
584 omtstart = start_loc.find_player_initial_location();
585 if( omtstart == overmap::invalid_tripoint ) {
586 if( query_yn(
587 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
590 } else {
591 return false;
592 }
593 }
594 } while( omtstart == overmap::invalid_tripoint );
595
596 start_loc.prepare_map( omtstart );
597
598 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
599 if( u.starting_vehicle &&
600 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
601 std::vector<std::string> {} ) ) {
602 debugmsg( "could not place starting vehicle" );
603 }
604
605 if( scen->has_map_extra() ) {
606 // Map extras can add monster spawn points and similar and should be done before the main
607 // map is loaded.
608 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
609 }
610
611 // TODO: fix point types
612 tripoint lev = project_to<coords::sm>( omtstart ).raw();
613 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
614 lev.x -= HALF_MAPSIZE;
615 lev.y -= HALF_MAPSIZE;
616 load_map( lev, /*pump_events=*/true );
617
620 // Do this after the map cache has been built!
621 start_loc.place_player( u );
622 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
625 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
627 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
628
629 u.moves = 0;
630 u.process_turn(); // process_turn adds the initial move points
634 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
636
637 //Reset character safe mode/pickup rules
642
643 //Put some NPCs in there!
644 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
645 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
646 !g->scen->has_flag( "LONE_START" ) ) ) {
648 }
649 //Load NPCs. Set nearby npcs to active.
650 load_npcs();
651 // Spawn the monsters
652 const bool spawn_near =
653 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
654 // Surrounded start ones
655 if( spawn_near ) {
656 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
657 }
658
659 m.spawn_monsters( !spawn_near ); // Static monsters
660
661 // Make sure that no monsters are near the player
662 // This can happen in lab starts
663 if( !spawn_near ) {
664 for( monster &critter : all_monsters() ) {
665 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
666 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
667 remove_zombie( critter );
668 }
669 }
670 }
671
672 //Create mutation_category_level
674 //Calculate mutation drench protection stats
677 if( scen->has_flag( "FIRE_START" ) ) {
678 start_loc.burn( omtstart, 3, 3 );
679 }
680 if( scen->has_flag( "INFECTED" ) ) {
682 }
683 if( scen->has_flag( "BAD_DAY" ) ) {
684 u.add_effect( effect_flu, 1000_minutes );
685 u.add_effect( effect_drunk, 270_minutes );
686 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
687 }
688 if( scen->has_flag( "HELI_CRASH" ) ) {
689 start_loc.handle_heli_crash( u );
690 bool success = false;
691 for( auto v : m.get_vehicles() ) {
692 std::string name = v.v->type.str();
693 std::string search = std::string( "helicopter" );
694 if( name.find( search ) != std::string::npos ) {
695 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
696 const tripoint pos = vp.pos();
697 u.setpos( pos );
698
699 // Delete the items that would have spawned here from a "corpse"
700 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
701 vehicle_stack here = v.v->get_items( sp );
702
703 for( auto iter = here.begin(); iter != here.end(); ) {
704 iter = here.erase( iter );
705 }
706 }
707
708 auto mons = critter_tracker->find( pos );
709 if( mons != nullptr ) {
710 critter_tracker->remove( *mons );
711 }
712
713 success = true;
714 break;
715 }
716 if( success ) {
717 v.v->name = "Bird Wreckage";
718 break;
719 }
720 }
721 }
722 }
723 if( scen->has_flag( "BORDERED" ) ) {
724 overmap &starting_om = get_cur_om();
725 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
726 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
728 }
729
730 }
731 for( auto &e : u.inv_dump() ) {
732 e->set_owner( g->u );
733 }
734 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
735 update_map( u );
736 // Profession pets
737 for( const mtype_id &elem : u.starting_pets ) {
738 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
739 mon->friendly = -1;
740 mon->add_effect( effect_pet, 1_turns, num_bp );
741 } else {
742 add_msg( m_debug, "cannot place starting pet, no space!" );
743 }
744 }
745 // Assign all of this scenario's missions to the player.
746 for( const mission_type_id &m : scen->missions() ) {
747 const auto mission = mission::reserve_new( m, character_id() );
748 mission->assign( u );
749 }
750
751 g->events().send<event_type::game_start>( u.getID() );
752 return true;
753}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2263
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7773
void set_stamina(int new_stamina)
Definition: character.cpp:7064
time_point next_climate_control_check
Definition: character.h:2262
int get_stamina_max() const
Definition: character.cpp:7053
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7750
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11547
void create_starting_npcs()
Definition: game.cpp:881
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11847
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:755
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6437
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2164
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:238
vproto_id starting_vehicle
Definition: player.h:250
std::vector< mtype_id > starting_pets
Definition: player.h:251
start_location_id start_location
Definition: player.h:239
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:231
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:137
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:108
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), mapbuffer::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_distraction_manager(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, distraction_manager::distraction_manager_gui::load(), safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), Character::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10347 of file game.cpp.

10348{
10349 // Find target items and quantities thereof for the new activity
10350 std::vector<item_location> target_items;
10351 std::vector<int> quantities;
10352
10353 map_stack items = m.i_at( pos );
10354 for( item &it : items ) {
10355 // Liquid cannot be picked up
10356 if( it.made_of( LIQUID ) ) {
10357 continue;
10358 }
10359 target_items.emplace_back( map_cursor( pos ), &it );
10360 // Quantity of 0 means move all
10361 quantities.push_back( 0 );
10362 }
10363
10364 if( target_items.empty() ) {
10365 // Nothing to haul
10366 return;
10367 }
10368
10369 // Whether the destination is inside a vehicle (not supported)
10370 const bool to_vehicle = false;
10371 // Destination relative to the player
10372 const tripoint relative_destination{};
10373
10375 target_items,
10376 quantities,
10377 to_vehicle,
10378 relative_destination
10379 ) ) );
10380}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2705 of file game.cpp.

2706{
2707 return *stats_tracker_ptr;
2708}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4730 of file game.cpp.

4731{
4732 if( &a == &b ) {
4733 // No need to do anything, but print a debugmsg anyway
4734 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4735 return true;
4736 }
4737 if( critter_at( a.pos() ) != &a ) {
4738 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4739 b.disp_name(), critter_at( a.pos() )->disp_name() );
4740 return false;
4741 }
4742 if( critter_at( b.pos() ) != &b ) {
4743 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4744 a.disp_name(), critter_at( b.pos() )->disp_name() );
4745 return false;
4746 }
4747 // Simplify by "sorting" the arguments
4748 // Only the first argument can be u
4749 // If swapping player/npc with a monster, monster is second
4750 bool a_first = a.is_player() ||
4751 ( a.is_npc() && !b.is_player() );
4752 Creature &first = a_first ? a : b;
4753 Creature &second = a_first ? b : a;
4754 // Possible options:
4755 // both first and second are monsters
4756 // second is a monster, first is a player or an npc
4757 // first is a player, second is an npc
4758 // both first and second are npcs
4759 if( first.is_monster() ) {
4760 monster *m1 = dynamic_cast< monster * >( &first );
4761 monster *m2 = dynamic_cast< monster * >( &second );
4762 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4763 debugmsg( "Couldn't swap two monsters" );
4764 return false;
4765 }
4766
4767 critter_tracker->swap_positions( *m1, *m2 );
4768 return true;
4769 }
4770
4771 player *u_or_npc = dynamic_cast< player * >( &first );
4772 player *other_npc = dynamic_cast< player * >( &second );
4773
4774 if( u_or_npc->in_vehicle ) {
4775 m.unboard_vehicle( u_or_npc->pos() );
4776 }
4777
4778 if( other_npc && other_npc->in_vehicle ) {
4779 m.unboard_vehicle( other_npc->pos() );
4780 }
4781
4782 tripoint temp = second.pos();
4783 second.setpos( first.pos() );
4784
4785 if( first.is_player() ) {
4786 walk_move( temp );
4787 } else {
4788 first.setpos( temp );
4789 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4790 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4791 }
4792 }
4793
4794 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4795 m.board_vehicle( other_npc->pos(), other_npc );
4796 }
4797 return true;
4798}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8726
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7112 of file game.cpp.

7113{
7114 popup( _( "This binary was not compiled with tiles support." ) );
7115 return false;
7116}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7106 of file game.cpp.

7107{
7108 popup( _( "This binary was not compiled with tiles support." ) );
7109 return false;
7110}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 453 of file game.cpp.

454{
455 if( fullscreen ) {
456 was_fullscreen = true;
458 } else {
459 was_fullscreen = false;
460 }
461}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11154 of file game.cpp.

11155{
11157}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 406 of file game.cpp.

407{
408#if !defined(TILES)
411#else
412 toggle_fullscreen_window();
413#endif
414}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_gate()

void game::toggle_gate ( const tripoint p)

Definition at line 5099 of file game.cpp.

5100{
5101 gates::toggle_gate( p, u );
5102}
void toggle_gate(const tripoint &pos, player &p)
opens/closes the gate via player's activity
Definition: gates.cpp:236

References gates::toggle_gate(), and u.

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 416 of file game.cpp.

417{
418#if defined(TILES)
420 clear_window_area( w_pixel_minimap );
421 }
424#endif // TILES
425}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2292 of file game.cpp.

2293{
2294 bool new_destination = true;
2295 if( !destination_preview.empty() ) {
2296 auto &final_destination = destination_preview.back();
2297 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2298 // Second click
2299 new_destination = false;
2301 destination_preview.clear();
2303 if( act == ACTION_NULL ) {
2304 // Something went wrong
2306 return false;
2307 }
2308 }
2309 }
2310
2311 if( new_destination ) {
2313 u.get_path_avoid() );
2314 return false;
2315 }
2316
2317 return true;
2318}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2320 of file game.cpp.

2321{
2322 const bool cleared_destination = !destination_preview.empty();
2324 destination_preview.clear();
2325
2326 if( cleared_destination ) {
2327 // Produce no-op if auto-move had just been cleared on this action
2328 // e.g. from a previous single left mouse click. This has the effect
2329 // of right-click canceling an auto-move before it is initiated.
2330 return false;
2331 }
2332
2333 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2334 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2335 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2336 if( !u.sees( *mon ) ) {
2337 add_msg( _( "Nothing relevant here." ) );
2338 return false;
2339 }
2340
2341 if( !u.weapon.is_gun() ) {
2342 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2343 return false;
2344 }
2345
2346 // TODO: Add weapon range check. This requires weapon to be reloaded.
2347
2348 act = ACTION_FIRE;
2349 } else if( is_adjacent &&
2350 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2351 true ) ) {
2352 act = ACTION_CLOSE;
2353 } else if( is_self ) {
2355 } else if( is_adjacent ) {
2357 } else {
2358 add_msg( _( "Nothing relevant here." ) );
2359 return false;
2360 }
2361
2362 return true;
2363}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:4002
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 859 of file game.cpp.

860{
861 for( const auto &npc : active_npc ) {
862 npc->on_unload();
863 }
864
865 active_npc.clear();
866}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2665

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map(
207 tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ),
208 /*pump_events=*/true
209 );
210
211 safe_mode = static_cast<safe_mode_type>( tmprun );
212 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
214 }
215
216 std::string linebuff;
217 std::string linebuf;
218 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
219 scent.deserialize( linebuf );
220 scent.deserialize( linebuff, true );
221 } else {
222 scent.reset();
223 }
224 data.read( "active_monsters", *critter_tracker );
225
226 coming_to_stairs.clear();
227 for( auto elem : data.get_array( "stair_monsters" ) ) {
228 monster stairtmp;
229 elem.read( stairtmp );
230 coming_to_stairs.push_back( stairtmp );
231 }
232
233 if( data.has_object( "kill_tracker" ) ) {
234 data.read( "kill_tracker", *kill_tracker_ptr );
235 } else {
236 // Legacy support for when kills were stored directly in game
237 std::map<mtype_id, int> kills;
238 std::vector<std::string> npc_kills;
239 for( const JsonMember member : data.get_object( "kills" ) ) {
240 kills[mtype_id( member.name() )] = member.get_int();
241 }
242
243 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
244 npc_kills.push_back( npc_name );
245 }
246
247 kill_tracker_ptr->reset( kills, npc_kills );
248 }
249
250 data.read( "player", u );
252 data.read( "stats_tracker", *stats_tracker_ptr );
253 data.read( "achievements_tracker", *achievements_tracker_ptr );
254 data.read( "token_provider", token_provider_ptr );
256 Messages::deserialize( data );
257
258 } catch( const JsonError &jsonerr ) {
259 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
260 return;
261 }
262}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1250
JsonObject get_object(const std::string &name) const
Definition: json.cpp:428
bool has_object(const std::string &name) const
Definition: json.cpp:492
JsonArray get_array(const std::string &name) const
Definition: json.cpp:399
int get_int(const std::string &name) const
Definition: json.cpp:349
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:942
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:264
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:410
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), inp_mngr, kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, input_manager::pump_events(), JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1193 of file savegame.cpp.

1194{
1196 chkversion( fin );
1197 if( savegame_loading_version < 11 ) {
1198 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1199 popup->message(
1200 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1204 }
1205 try {
1206 // single-pass parsing example
1207 JsonIn jsin( fin );
1208 jsin.start_object();
1209 while( !jsin.end_object() ) {
1210 std::string name = jsin.get_member_name();
1211 if( name == "next_mission_id" ) {
1212 next_mission_id = jsin.get_int();
1213 } else if( name == "next_npc_id" ) {
1214 next_npc_id.deserialize( jsin );
1215 } else if( name == "active_missions" ) {
1217 } else if( name == "factions" ) {
1218 jsin.read( *faction_manager_ptr );
1219 } else if( name == "seed" ) {
1220 jsin.read( seed );
1221 } else if( name == "weather" ) {
1222 JsonObject w = jsin.get_object();
1223 w.read( "lightning", get_weather().lightning_active );
1224 } else {
1225 // silently ignore anything else
1226 jsin.skip_value();
1227 }
1228 }
1229 } catch( const JsonError &e ) {
1230 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1231 }
1232}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1183

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10615 of file game.cpp.

10616{
10617 point shift;
10618
10619 while( x < HALF_MAPSIZE_X ) {
10620 x += SEEX;
10621 shift.x--;
10622 }
10623 while( x >= HALF_MAPSIZE_X + SEEX ) {
10624 x -= SEEX;
10625 shift.x++;
10626 }
10627 while( y < HALF_MAPSIZE_Y ) {
10628 y += SEEY;
10629 shift.y--;
10630 }
10631 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10632 y -= SEEY;
10633 shift.y++;
10634 }
10635
10636 if( shift == point_zero ) {
10637 // adjust player position
10638 u.setpos( tripoint( x, y, get_levz() ) );
10639 // Update what parts of the world map we can see
10640 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10641 // TODO: only make this call if we changed z-level
10643 // Not actually shifting the submaps, all the stuff below would do nothing
10644 return point_zero;
10645 }
10646
10647 // this handles loading/unloading submaps that have scrolled on or off the viewport
10648 // NOLINTNEXTLINE(cata-use-named-point-constants)
10649 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10650 point remaining_shift = shift;
10651 while( remaining_shift != point_zero ) {
10652 point this_shift = clamp( remaining_shift, size_1 );
10653 m.shift( this_shift );
10654 remaining_shift -= this_shift;
10655 }
10656
10657 grid_tracker_ptr->load( m );
10658
10659 // Shift monsters
10660 shift_monsters( tripoint( shift, 0 ) );
10661 const point shift_ms = sm_to_ms_copy( shift );
10662 u.shift_destination( -shift_ms );
10663
10664 // Shift NPCs
10665 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10666 ( *it )->shift( shift );
10667 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10668 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10669 //Remove the npc from the active list. It remains in the overmap list.
10670 ( *it )->on_unload();
10671 it = active_npc.erase( it );
10672 } else {
10673 it++;
10674 }
10675 }
10676
10677 scent.shift( shift_ms );
10678
10679 // Also ensure the player is on current z-level
10680 // get_levz() should later be removed, when there is no longer such a thing
10681 // as "current z-level"
10682 u.setpos( tripoint( x, y, get_levz() ) );
10683
10684 // Only do the loading after all coordinates have been shifted.
10685
10686 // Check for overmap saved npcs that should now come into view.
10687 // Put those in the active list.
10688 load_npcs();
10689
10690 // Make sure map cache is consistent since it may have shifted.
10691 if( m.has_zlevels() ) {
10692 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10693 m.invalidate_map_cache( zlev );
10694 }
10695 } else {
10697 }
10699
10700 // Spawn monsters if appropriate
10701 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10702 m.spawn_monsters( false ); // Static monsters
10703
10704 // Update what parts of the world map we can see
10706
10707 return shift;
10708}
void shift_destination(point shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:10984
void shift(point s)
Shift the map along the vector s.
Definition: map.cpp:6809
void shift(point sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(point p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10609 of file game.cpp.

10610{
10611 point p2( p.posx(), p.posy() );
10612 return update_map( p2.x, p2.y );
10613}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10710 of file game.cpp.

10711{
10712 const tripoint_abs_omt ompos = u.global_omt_location();
10713 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10714 const int dist_squared = dist * dist;
10715 // We can always see where we're standing
10716 overmap_buffer.set_seen( ompos, true );
10717 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10718 const point_rel_omt delta = p.xy() - ompos.xy();
10719 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10720 if( trigdist && h_squared > dist_squared ) {
10721 continue;
10722 }
10723 if( delta == point_rel_omt() ) {
10724 // 1. This case is already handled outside of the loop
10725 // 2. Calculating multiplier would cause division by zero
10726 continue;
10727 }
10728 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10729 point abs_delta = delta.raw().abs();
10730 int max_delta = std::max( abs_delta.x, abs_delta.y );
10731 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10732 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10733 float sight_points = dist;
10734 for( auto it = line.begin();
10735 it != line.end() && sight_points >= 0; ++it ) {
10736 const oter_id &ter = overmap_buffer.ter( *it );
10737 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10738 }
10739 if( sight_points >= 0 ) {
10740 tripoint_abs_omt seen( p );
10741 do {
10742 overmap_buffer.set_seen( seen, true );
10743 --seen.z();
10744 } while( seen.z() >= 0 );
10745 }
10746 }
10747}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:644
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10762 of file game.cpp.

10763{
10764 // Search for the stairs closest to the player.
10765 std::vector<int> stairx;
10766 std::vector<int> stairy;
10767 std::vector<int> stairdist;
10768
10769 const bool from_below = monstairz < get_levz();
10770
10771 if( coming_to_stairs.empty() ) {
10772 return;
10773 }
10774
10775 if( m.has_zlevels() ) {
10776 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10777 coming_to_stairs.size() );
10778 coming_to_stairs.clear();
10779 }
10780
10781 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10782 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10783 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10784 stairx.push_back( dest.x );
10785 stairy.push_back( dest.y );
10786 stairdist.push_back( rl_dist( dest, u.pos() ) );
10787 }
10788 }
10789 if( stairdist.empty() ) {
10790 return; // Found no stairs?
10791 }
10792
10793 // Find closest stairs.
10794 size_t si = 0;
10795 for( size_t i = 0; i < stairdist.size(); i++ ) {
10796 if( stairdist[i] < stairdist[si] ) {
10797 si = i;
10798 }
10799 }
10800
10801 // Find up to 4 stairs for distance stairdist[si] +1
10802 std::vector<int> nearest;
10803 nearest.push_back( si );
10804 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10805 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10806 nearest.push_back( i );
10807 }
10808 }
10809 // Randomize the stair choice
10810 si = random_entry_ref( nearest );
10811
10812 // Attempt to spawn zombies.
10813 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10814 point mpos( stairx[si], stairy[si] );
10815 monster &critter = coming_to_stairs[i];
10816 const tripoint dest {
10817 mpos, g->get_levz()
10818 };
10819
10820 // We might be not be visible.
10821 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10822 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10823 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10824 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10825 continue;
10826 }
10827
10828 critter.staircount -= 4;
10829 // Let the player know zombies are trying to come.
10830 if( u.sees( dest ) ) {
10831 std::string dump;
10832 if( critter.staircount > 4 ) {
10833 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10834 } else {
10835 if( critter.staircount > 0 ) {
10836 dump += ( from_below ?
10837 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10838 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10839 critter.name(),
10840 m.tername( dest ) ) :
10841 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10842 critter.name(),
10843 m.tername( dest ) ) );
10844 }
10845 }
10846
10847 add_msg( m_warning, dump );
10848 } else {
10850 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10851 }
10852
10853 if( critter.staircount > 0 ) {
10854 continue;
10855 }
10856
10857 if( is_empty( dest ) ) {
10858 critter.spawn( dest );
10859 critter.staircount = 0;
10860 place_critter_at( make_shared_fast<monster>( critter ), dest );
10861 if( u.sees( dest ) ) {
10862 if( !from_below ) {
10863 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10864 critter.name(),
10865 m.tername( dest ) );
10866 } else {
10867 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10868 critter.name(),
10869 m.tername( dest ) );
10870 }
10871 }
10872 coming_to_stairs.erase( coming_to_stairs.begin() + i );
10873 continue;
10874 } else if( u.pos() == dest ) {
10875 // Monster attempts to push player of stairs
10877 int tries = 0;
10878
10879 // the critter is now right on top of you and will attack unless
10880 // it can find a square to push you into with one of his tries.
10881 const int creature_push_attempts = 9;
10882 const int player_throw_resist_chance = 3;
10883
10884 critter.spawn( dest );
10885 while( tries < creature_push_attempts ) {
10886 tries++;
10887 push.x = rng( -1, 1 );
10888 push.y = rng( -1, 1 );
10889 point ipos( mpos + push );
10890 tripoint pos( ipos, get_levz() );
10891 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
10892 critter.can_move_to( pos ) ) {
10893 bool resiststhrow = ( u.is_throw_immune() ) ||
10895 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
10896 u.moves -= 25; // small charge for avoiding the push altogether
10897 add_msg( _( "The %s fails to push you back!" ),
10898 critter.name() );
10899 return; //judo or leg brace prevent you from getting pushed at all
10900 }
10901 // Not accounting for tentacles latching on, so..
10902 // Something is about to happen, lets charge half a move
10903 u.moves -= 50;
10904 if( resiststhrow && ( u.is_throw_immune() ) ) {
10905 //we have a judoka who isn't getting pushed but counterattacking now.
10906 mattack::thrown_by_judo( &critter );
10907 return;
10908 }
10909 std::string msg;
10910 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
10911 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
10912 // dodge 12 - never get downed
10913 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
10914 u.add_effect( effect_downed, 2_turns );
10915 msg = _( "The %s pushed you back hard!" );
10916 } else {
10917 msg = _( "The %s pushed you back!" );
10918 }
10919 add_msg( m_warning, msg.c_str(), critter.name() );
10920 u.setx( u.posx() + push.x );
10921 u.sety( u.posy() + push.y );
10922 return;
10923 }
10924 }
10926 _( "The %s tried to push you back but failed! It attacks you!" ),
10927 critter.name() );
10928 critter.melee_attack( u );
10929 u.moves -= 50;
10930 return;
10931 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
10932 // Monster attempts to displace a monster from the stairs
10933 monster &other = *mon_ptr;
10934 critter.spawn( dest );
10935
10936 // the critter is now right on top of another and will push it
10937 // if it can find a square to push it into inside of his tries.
10938 const int creature_push_attempts = 9;
10939 const int creature_throw_resist = 4;
10940
10941 int tries = 0;
10942 point push2;
10943 while( tries < creature_push_attempts ) {
10944 tries++;
10945 push2.x = rng( -1, 1 );
10946 push2.y = rng( -1, 1 );
10947 point ipos2( mpos + push2 );
10948 tripoint pos( ipos2, get_levz() );
10949 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
10950 continue;
10951 }
10952 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
10953 other.setpos( tripoint( ipos2, get_levz() ) );
10954 other.moves -= 50;
10955 std::string msg;
10956 if( one_in( creature_throw_resist ) ) {
10957 other.add_effect( effect_downed, 2_turns );
10958 msg = _( "The %1$s pushed the %2$s hard." );
10959 } else {
10960 msg = _( "The %1$s pushed the %2$s." );
10961 }
10962 add_msg( m_neutral, msg, critter.name(), other.name() );
10963 return;
10964 }
10965 }
10966 return;
10967 }
10968 }
10969}
void setx(int x)
Definition: character.h:795
void sety(int y)
Definition: character.h:798
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:809
int monstairz
Definition: game.h:984
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8669
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:258
int posy() const override
Definition: monster.h:497
void melee_attack(Creature &target)
Definition: monster.cpp:1398
int staircount
Definition: monster.h:508
void spawn(const tripoint &p)
Definition: monster.cpp:482
int posx() const override
Definition: monster.h:494
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4674
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4681 of file game.cpp.

4682{
4683 return critter_tracker->update_pos( critter, pos );
4684}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4464 of file game.cpp.

4465{
4466 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4467 add_msg( m_info, _( "You can not read a computer screen!" ) );
4468 return;
4469 }
4470 if( u.is_blind() ) {
4471 // we don't have screen readers in game
4472 add_msg( m_info, _( "You can not see a computer screen!" ) );
4473 return;
4474 }
4475 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4476 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4477 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4478 return;
4479 }
4480
4481 computer *used = m.computer_at( p );
4482
4483 if( used == nullptr ) {
4484 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4485 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4486 } else {
4487 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4488 }
4489 return;
4490 }
4491
4492 computer_session( *used ).use();
4493}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5584
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 1952 of file game.cpp.

1953{
1954 basecamp camp = m.hoist_submap_camp( u.pos() );
1955 if( camp.is_valid() ) {
1956 overmap_buffer.add_camp( camp );
1958 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
1959 std::string camp_name = _( "Faction Camp" );
1960 camp.set_name( camp_name );
1961 overmap_buffer.add_camp( camp );
1963 }
1964}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5615
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5610
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1894 of file game.cpp.

1895{
1896 for( auto &veh : m.get_vehicles() ) {
1897 vehicle *v = veh.v;
1900 if( other_v ) {
1901 // the other vehicle is towing us.
1902 v->tow_data.set_towing( other_v, v );
1904 }
1905 }
1906 }
1907}
tripoint other_towing_point
Definition: vehicle.h:168
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6119
towing_data tow_data
Definition: vehicle.h:1969

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1909 of file game.cpp.

1910{
1911 for( monster &m : all_monsters() ) {
1912 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
1913 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
1914 if( !mounted_pl ) {
1915 // Target no longer valid.
1916 m.mounted_player_id = character_id();
1917 m.remove_effect( effect_ridden );
1918 continue;
1919 }
1920 mounted_pl->mounted_creature = shared_from( m );
1921 mounted_pl->setpos( m.pos() );
1922 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
1923 m.mounted_player = mounted_pl;
1924 }
1925 }
1926}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 1928 of file game.cpp.

1929{
1930 // Make sure visible followers are in the list.
1931 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
1932 return guy.is_player_ally();
1933 } );
1934 for( npc *guy : visible_followers ) {
1935 update_faction_api( guy );
1936 add_npc_follower( guy->getID() );
1937 }
1938 // Make sure overmapbuffered NPC followers are in the list.
1939 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
1940 npc *guy = temp_guy.get();
1941 if( guy->is_player_ally() ) {
1942 update_faction_api( guy );
1943 add_npc_follower( guy->getID() );
1944 }
1945 }
1946 // Make sure that serialized player followers sync up with game list
1947 for( const auto &temp_id : u.follower_ids ) {
1948 add_npc_follower( temp_id );
1949 }
1950}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1874
static void update_faction_api(npc *guy)
Definition: game.cpp:1886

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 9936 of file game.cpp.

9937{
9938 if( u.is_mounted() ) {
9939 auto mons = u.mounted_creature.get();
9940 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
9941 if( !mons->check_mech_powered() ) {
9942 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
9943 mons->get_name() );
9944 return;
9945 }
9946 }
9947 }
9948
9949 // > and < are used for diving underwater.
9950 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
9951 if( movez == -1 ) {
9952 if( u.is_underwater() ) {
9953 add_msg( m_info, _( "You are already underwater!" ) );
9954 return;
9955 }
9956 if( u.worn_with_flag( "FLOTATION" ) ) {
9957 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
9958 return;
9959 }
9960 u.set_underwater( true );
9961 ///\EFFECT_STR increases breath-holding capacity while diving
9962 u.oxygen = 30 + 2 * u.str_cur;
9963 add_msg( _( "You dive underwater!" ) );
9964 } else {
9965 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
9966 u.set_underwater( false );
9967 add_msg( _( "You surface." ) );
9968 } else {
9969 add_msg( m_info, _( "You try to surface but can't!" ) );
9970 }
9971 }
9972 u.moves -= 100;
9973 return;
9974 }
9975
9976 // Force means we're going down, even if there's no staircase, etc.
9977 bool climbing = false;
9978 int move_cost = 100;
9979 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
9980 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
9981 // Climbing
9982 if( m.has_floor_or_support( stairs ) ) {
9983 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
9984 return;
9985 }
9986
9987 std::vector<tripoint> pts;
9988 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
9989 if( m.passable( pt ) &&
9990 m.has_floor_or_support( pt ) ) {
9991 pts.push_back( pt );
9992 }
9993 }
9994
9995 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
9996
9997 if( cost == 0 ) {
9998 if( u.has_trait( trait_WEB_ROPE ) ) {
9999 if( pts.empty() ) {
10000 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10001 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10002 if( m.move_cost( u.pos() ) != 2 && m.move_cost( u.pos() ) != 3 ) {
10003 add_msg( m_info, _( "You can't spin a web rope there." ) );
10004 } else if( m.has_furn( u.pos() ) ) {
10005 add_msg( m_info, _( "There is already furniture at that location." ) );
10006 } else {
10007 if( query_yn( "Spin a rope and climb?" ) ) {
10008 add_msg( m_good, _( "You spin a rope of web." ) );
10009 m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10010 u.mod_moves( to_turns<int>( 2_seconds ) );
10012 vertical_move( movez, force, peeking );
10013 }
10014 }
10015 }
10016
10017 } else {
10018 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10019
10020 }
10021 return;
10022
10023 }
10024
10025 if( cost <= 0 || pts.empty() ) {
10026 add_msg( m_info,
10027 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10028 return;
10029 } else {
10030 // TODO: Make it an extended action
10031 climbing = true;
10032 move_cost = cost;
10033
10035 if( !pnt ) {
10036 return;
10037 }
10038 stairs = *pnt;
10039 }
10040 }
10041
10042 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10043 add_msg( m_info, _( "You can't go down here!" ) );
10044 return;
10045 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10046 add_msg( m_info, _( "You can't go up here!" ) );
10047 return;
10048 }
10049
10050 if( force ) {
10051 // Let go of a grabbed cart.
10052 u.grab( OBJECT_NONE );
10053 } else if( u.grab_point != tripoint_zero ) {
10054 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10055 return;
10056 }
10057
10058 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10059 // is called or when the map is loaded on new z-level (== false).
10060 // This caches the z-level we start the movement on (current) and the level we're want to end.
10061 const int z_before = get_levz();
10062 const int z_after = get_levz() + movez;
10063 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10064 debugmsg( "Tried to move outside allowed range of z-levels" );
10065 return;
10066 }
10067
10068 if( !u.move_effects( false ) ) {
10069 return;
10070 }
10071
10072 // Check if there are monsters are using the stairs.
10073 bool slippedpast = false;
10074 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10075 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10076 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10077 coming_to_stairs[0].name() );
10078 // Roll.
10079 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10080
10081 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10082 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10083 ///\EFFECT_STR increases chance of moving past monsters on stairs
10084
10085 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10086 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10087 if( coming_to_stairs.size() > 4 ) {
10088 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10089 dexroll /= 4;
10090 strroll /= 2;
10091 } else if( coming_to_stairs.size() > 1 ) {
10092 add_msg( m_warning, _( "There's something else behind it!" ) );
10093 dexroll /= 2;
10094 }
10095
10096 if( dexroll < 14 || strroll < 12 ) {
10098 u.moves -= 100;
10099 return;
10100 }
10101
10102 add_msg( _( "You manage to slip past!" ) );
10103 slippedpast = true;
10104 u.moves -= 100;
10105 }
10106
10107 // Shift the map up or down
10108
10109 std::unique_ptr<map> tmp_map_ptr;
10110 if( !m.has_zlevels() ) {
10111 tmp_map_ptr = std::make_unique<map>();
10112 }
10113
10114 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10115 if( m.has_zlevels() ) {
10116 // We no longer need to shift the map here! What joy
10117 } else {
10118 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10119 }
10120
10121 // Find the corresponding staircase
10122 bool rope_ladder = false;
10123 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10124 if( !force && !climbing ) {
10125 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10126 if( !pnt ) {
10127 return;
10128 }
10129 stairs = *pnt;
10130 }
10131
10132 if( !force ) {
10133 monstairz = z_before;
10134 }
10135 // Save all monsters that can reach the stairs, remove them from the tracker,
10136 // then despawn the remaining monsters. Because it's a vertical shift, all
10137 // monsters are out of the bounds of the map and will despawn.
10138 shared_ptr_fast<monster> stored_mount;
10139 if( u.is_mounted() && !m.has_zlevels() ) {
10140 // Store a *copy* of the mount, so we can remove the original monster instance
10141 // from the tracker before the map shifts.
10142 // Map shifting would otherwise just despawn the mount and would later respawn it.
10143 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10145 }
10146 if( !m.has_zlevels() ) {
10147 const tripoint to = u.pos();
10148 for( monster &critter : all_monsters() ) {
10149 // if its a ladder instead of stairs - most zombies can't climb that.
10150 // unless that have a special flag to allow them to do so.
10151 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10152 critter.has_effect( effect_ridden ) ||
10153 critter.has_effect( effect_tied ) ) {
10154 continue;
10155 }
10156 int turns = critter.turns_to_reach( to.xy() );
10157 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10158 && !slippedpast ) {
10159 critter.staircount = 10 + turns;
10160 critter.on_unload();
10161 coming_to_stairs.push_back( critter );
10162 remove_zombie( critter );
10163 }
10164 }
10165 auto mons = critter_tracker->find( g->u.pos() );
10166 if( mons != nullptr ) {
10167 critter_tracker->remove( *mons );
10168 }
10169 shift_monsters( tripoint( 0, 0, movez ) );
10170 }
10171
10172 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10173 std::vector<monster *> monsters_following;
10174 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10175 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10176 [this]( const shared_ptr_fast<npc> &np ) {
10177 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10178 rl_dist( np->pos(), u.pos() ) < 2;
10179 } );
10180 }
10181
10182 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10183 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10184 for( monster &critter : all_monsters() ) {
10185 if( ladder && !critter.climbs() ) {
10186 continue;
10187 }
10188 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10189 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10190 !critter.has_effect( effect_tied ) ) ) {
10191 monsters_following.push_back( &critter );
10192 }
10193 }
10194 }
10195
10196 if( u.is_mounted() ) {
10197 monster *crit = u.mounted_creature.get();
10198 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10199 crit->use_mech_power( -1 );
10200 if( u.movement_mode_is( CMM_WALK ) ) {
10201 crit->use_mech_power( -2 );
10202 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10203 crit->use_mech_power( -1 );
10204 } else if( u.movement_mode_is( CMM_RUN ) ) {
10205 crit->use_mech_power( -3 );
10206 }
10207 }
10208 } else {
10209 u.moves -= move_cost;
10210 }
10211 for( const auto &np : npcs_to_bring ) {
10212 if( np->in_vehicle ) {
10213 m.unboard_vehicle( np->pos() );
10214 }
10215 }
10216 const tripoint old_pos = g->u.pos();
10217 point submap_shift;
10218 vertical_shift( z_after );
10219 if( !force ) {
10220 submap_shift = update_map( stairs.x, stairs.y );
10221 }
10222
10223 // if an NPC or monster is on the stiars when player ascends/descends
10224 // they may end up merged on th esame tile, do some displacement to resolve that.
10225 // if, in the weird case of it not being possible to displace;
10226 // ( how did the player even manage to approach the stairs, if so? )
10227 // then nothing terrible happens, its just weird.
10228 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10229 std::string crit_name;
10230 bool player_displace = false;
10232 if( displace.has_value() ) {
10233 npc *guy = g->critter_at<npc>( u.pos(), true );
10234 if( guy ) {
10235 crit_name = guy->get_name();
10236 tripoint old_pos = guy->pos();
10237 if( !guy->is_enemy() ) {
10238 guy->move_away_from( u.pos(), true );
10239 if( old_pos != guy->pos() ) {
10240 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10241 }
10242 } else {
10243 player_displace = true;
10244 }
10245 }
10246 monster *mon = g->critter_at<monster>( u.pos(), true );
10247 // if the monster is ridden by the player or an NPC:
10248 // Dont displace them. If they are mounted by a friendly NPC,
10249 // then the NPC will already have been displaced just above.
10250 // if they are ridden by the player, we want them to coexist on same tile
10251 if( mon && !mon->mounted_player ) {
10252 crit_name = mon->get_name();
10253 if( mon->friendly == -1 ) {
10254 mon->setpos( *displace );
10255 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10256 } else {
10257 player_displace = true;
10258 }
10259 }
10260 if( player_displace ) {
10261 u.setpos( *displace );
10262 u.moves -= 20;
10263 add_msg( _( "You push past %s blocking the way." ), crit_name );
10264 }
10265 } else {
10266 debugmsg( "Failed to find a spot to displace into." );
10267 }
10268 }
10269
10270 // Now that we know the player's destination position, we can move their mount as well
10271 if( u.is_mounted() ) {
10272 if( stored_mount ) {
10273 assert( !m.has_zlevels() );
10274 stored_mount->spawn( g->u.pos() );
10275 if( critter_tracker->add( stored_mount ) ) {
10276 u.mounted_creature = stored_mount;
10277 }
10278 } else {
10279 u.mounted_creature->setpos( g->u.pos() );
10280 }
10281 }
10282
10283 if( !npcs_to_bring.empty() ) {
10284 // Would look nicer randomly scrambled
10285 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10286 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10287 [this]( const tripoint & c ) {
10288 return !is_empty( c );
10289 } ), candidates.end() );
10290
10291 for( const auto &np : npcs_to_bring ) {
10292 const auto found = std::find_if( candidates.begin(), candidates.end(),
10293 [this, np]( const tripoint & c ) {
10294 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10295 } );
10296 if( found != candidates.end() ) {
10297 // TODO: De-uglify
10298 np->setpos( *found );
10299 np->place_on_map();
10300 np->setpos( *found );
10301 candidates.erase( found );
10302 }
10303
10304 if( candidates.empty() ) {
10305 break;
10306 }
10307 }
10308
10309 reload_npcs();
10310 }
10311
10312 // This ugly check is here because of stair teleport bullshit
10313 // TODO: Remove stair teleport bullshit
10314 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10315 for( monster *m : monsters_following ) {
10316 m->set_dest( g->u.pos() );
10317 }
10318 }
10319
10320 if( rope_ladder ) {
10321 m.ter_set( u.pos(), t_rope_up );
10322 }
10323
10324 if( m.ter( stairs ) == t_manhole_cover ) {
10325 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10326 m.ter_set( stairs, t_manhole );
10327 }
10328
10329 // Wouldn't work and may do strange things
10330 if( u.is_hauling() && !m.has_zlevels() ) {
10331 add_msg( _( "You cannot haul items here." ) );
10332 u.stop_hauling();
10333 }
10334
10335 if( u.is_hauling() ) {
10336 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10337 start_hauling( adjusted_pos );
10338 }
10339
10340 m.invalidate_map_cache( g->get_levz() );
10341 // Upon force movement, traps can not be avoided.
10342 m.creature_on_trap( u, !force );
10343
10345}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:101
@ CMM_CROUCH
Definition: character.h:103
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1456
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:803
int oxygen
Definition: character.h:1555
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1698
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8903
std::string get_name() const override
Definition: character.cpp:5960
void set_underwater(bool x) override
void start_hauling(const tripoint &pos)
Definition: game.cpp:10347
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10382
bool use_mech_power(int amt)
Definition: monster.cpp:2401
Character * mounted_player
Definition: monster.h:457
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:9886
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:721
ter_id t_manhole
Definition: mapdata.cpp:720
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1687
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12006
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9359
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4178

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, map::furn_set(), g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), map::move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), Character::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10569 of file game.cpp.

10570{
10571 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10572 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10573 return;
10574 }
10575
10576 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10577 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10578 z_before, z_after );
10579 return;
10580 }
10581 // Figure out where we know there are up/down connectors
10582 // Fill in all the tiles we know about (e.g. subway stations)
10583 static const int REVEAL_RADIUS = 40;
10584 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10585 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10586 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10587
10588 if( !overmap_buffer.seen( cursp_before ) ) {
10589 continue;
10590 }
10591 if( overmap_buffer.has_note( cursp_after ) ) {
10592 // Already has a note -> never add an AUTO-note
10593 continue;
10594 }
10595 const oter_id &ter = overmap_buffer.ter( cursp_before );
10596 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10597 if( z_after > z_before && ter->has_flag( known_up ) &&
10598 !ter2->has_flag( known_down ) ) {
10599 overmap_buffer.set_seen( cursp_after, true );
10600 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10601 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10602 !ter2->has_flag( known_up ) ) {
10603 overmap_buffer.set_seen( cursp_after, true );
10604 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10605 }
10606 }
10607}
bool inbounds_z(const int z) const
Definition: map.h:1611
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10532 of file game.cpp.

10533{
10534 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10535 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10536 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10537 return;
10538 }
10539
10540 // TODO: Implement dragging stuff up/down
10541 u.grab( OBJECT_NONE );
10542
10543 scent.reset();
10544
10545 u.setz( z_after );
10546 const int z_before = get_levz();
10547 if( !m.has_zlevels() ) {
10549 m.access_cache( z_before ).vehicle_list.clear();
10550 m.access_cache( z_before ).zone_vehicles.clear();
10551 m.access_cache( z_before ).map_memory_seen_cache.reset();
10552 m.set_transparency_cache_dirty( z_before );
10553 m.set_outside_cache_dirty( z_before );
10554 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10555 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10556 reload_npcs();
10557 } else {
10558 // Shift the map itself
10559 m.vertical_shift( z_after );
10560 }
10561
10562 m.spawn_monsters( true );
10563 // this may be required after a vertical shift if z-levels are not enabled
10564 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10566 vertical_notes( z_before, z_after );
10567}
void setz(int z)
Definition: character.h:801
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10569
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.cpp:199
void set_outside_cache_dirty(const int zlev)
Definition: map.cpp:220
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6952
std::set< vehicle * > zone_vehicles
Definition: map.h:358
std::set< vehicle * > vehicle_list
Definition: map.h:357

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8726 of file game.cpp.

8727{
8728 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8729 if( u.get_size() > MS_MEDIUM ) {
8730 add_msg( m_warning, _( "You can't fit there." ) );
8731 return false; // character too large to fit through a tight passage
8732 }
8733 if( u.is_mounted() ) {
8734 monster *mount = u.mounted_creature.get();
8735 if( mount->get_size() > MS_MEDIUM ) {
8736 add_msg( m_warning, _( "Your mount can't fit there." ) );
8737 return false; // char's mount is too large for tight passages
8738 }
8739 }
8740 }
8741
8742 if( u.is_mounted() ) {
8743 auto mons = u.mounted_creature.get();
8744 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8745 if( !mons->check_mech_powered() ) {
8746 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8747 mons->get_name() );
8748 return false;
8749 }
8750 }
8751 if( !mons->move_effects( false ) ) {
8752 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8753 return false;
8754 }
8755 }
8756 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8757 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8758
8759 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8760 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8761 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8762
8763 const tripoint furn_pos = u.pos() + u.grab_point;
8764 const tripoint furn_dest = dest_loc + u.grab_point;
8765
8766 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8767 if( grabbed ) {
8768 const tripoint dp = dest_loc - u.pos();
8769 pushing = dp == u.grab_point;
8770 pulling = dp == -u.grab_point;
8771 }
8772 if( grabbed && dest_loc.z != u.posz() ) {
8773 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8774 grabbed = false;
8775 u.grab( OBJECT_NONE );
8776 }
8777
8778 // Now make sure we're actually holding something
8779 const vehicle *grabbed_vehicle = nullptr;
8780 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8781 // We only care about shifting, because it's the only one that can change our destination
8782 if( m.has_furn( u.pos() + u.grab_point ) ) {
8783 shifting_furniture = !pushing && !pulling;
8784 } else {
8785 // We were grabbing a furniture that isn't there
8786 grabbed = false;
8787 }
8788 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8789 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8790 if( grabbed_vehicle == nullptr ) {
8791 // We were grabbing a vehicle that isn't there anymore
8792 grabbed = false;
8793 }
8794 } else if( grabbed ) {
8795 // We were grabbing something WEIRD, let's pretend we weren't
8796 grabbed = false;
8797 }
8798 if( u.grab_point != tripoint_zero && !grabbed ) {
8799 add_msg( m_warning, _( "Can't find grabbed object." ) );
8800 u.grab( OBJECT_NONE );
8801 }
8802
8803 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8804 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8805 vp_there->vehicle().handle_potential_theft( u ) ) {
8806 tripoint diff = dest_loc - u.pos();
8807 if( diff.x < 0 ) {
8808 diff.x -= 2;
8809 } else if( diff.x > 0 ) {
8810 diff.x += 2;
8811 }
8812 if( diff.y < 0 ) {
8813 diff.y -= 2;
8814 } else if( diff.y > 0 ) {
8815 diff.y += 2;
8816 }
8817 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8818 dest_loc );
8819 }
8820 return false;
8821 }
8822 if( vp_there && !vp_there->vehicle().handle_potential_theft( u ) ) {
8823 return false;
8824 }
8825 if( u.is_mounted() && !pushing && vp_there ) {
8826 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8827 return false;
8828 }
8829 u.set_underwater( false );
8830
8831 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8832 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8833 const auto dangerous_terrain_opt = get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" );
8834 const auto harmful_text = enumerate_as_string( harmful_stuff );
8835 const auto warn_msg = [&]( const char *const msg ) {
8836 add_msg( m_warning, msg, harmful_text );
8837 };
8838
8839 if( dangerous_terrain_opt == "IGNORE" ) {
8840 warn_msg( _( "Stepping into that %1$s looks risky, but you enter anyway." ) );
8841 } else if( dangerous_terrain_opt == "ALWAYS" && !prompt_dangerous_tile( dest_loc ) ) {
8842 return true;
8843 } else if( dangerous_terrain_opt == "RUNNING" &&
8844 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8845 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8846 return true;
8847 } else if( dangerous_terrain_opt == "CROUCHING" &&
8848 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8849 warn_msg( _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ) );
8850 return true;
8851 } else if( dangerous_terrain_opt == "NEVER" && !u.movement_mode_is( CMM_RUN ) ) {
8852 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8853 return true;
8854 }
8855 }
8856 // Used to decide whether to print a 'moving is slow message
8857 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8858
8859 int modifier = 0;
8860 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8861 modifier = -m.furn( dest_loc ).obj().movecost;
8862 }
8863
8864 int multiplier = 1;
8865 if( u.is_on_ground() ) {
8866 multiplier *= 3;
8867 }
8868
8869 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8870 via_ramp ) * multiplier;
8871 if( grabbed_move( dest_loc - u.pos() ) ) {
8872 return true;
8873 } else if( mcost == 0 ) {
8874 return false;
8875 }
8876 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
8877 const int previous_moves = u.moves;
8878 if( u.is_mounted() ) {
8879 auto crit = u.mounted_creature.get();
8880 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
8881 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
8882 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
8883 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
8884 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
8885 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
8886 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
8887 return false;
8888 }
8889 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
8890 const double encumb_moves = u.get_weight() / 4800.0_gram;
8891 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
8892 if( u.movement_mode_is( CMM_WALK ) ) {
8893 crit->use_mech_power( -2 );
8894 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8895 crit->use_mech_power( -1 );
8896 } else if( u.movement_mode_is( CMM_RUN ) ) {
8897 crit->use_mech_power( -3 );
8898 }
8899 } else {
8900 u.moves -= u.run_cost( mcost, diag );
8901 /**
8902 TODO:
8903 This should really use the mounted creatures stamina, if mounted.
8904 Monsters don't currently have stamina however.
8905 For the time being just don't burn players stamina when mounted.
8906 */
8907 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
8908 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
8909 u.burn_move_stamina( previous_moves - u.moves );
8910 } else {
8911 //Burn half as much stamina if vehicle has wheels, without changing move time
8912 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
8913 }
8914 }
8915 // Max out recoil & reset aim point
8918
8919 // Print a message if movement is slow
8920 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
8921 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
8922 m.has_flag_ter_or_furn( "FUNGUS",
8923 dest_loc ); //fungal furniture has no slowing effect on mycus characters
8924 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
8925 mcost_to > 4 || mcost_from > 4 ) &&
8926 !( u.has_trait( trait_M_IMMUNE ) && fungus );
8927 if( slowed && !u.is_mounted() ) {
8928 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
8929 if( mcost_to >= mcost_from ) {
8930 if( auto displayed_part = vp_there.part_displayed() ) {
8931 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
8932 displayed_part->part().name() );
8933 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8934 } else {
8935 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
8936 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
8937 }
8938 } else {
8939 if( auto displayed_part = vp_here.part_displayed() ) {
8940 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
8941 displayed_part->part().name() );
8942 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8943 } else {
8944 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
8945 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
8946 }
8947 }
8948 }
8949 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
8950 ( !u.footwear_factor() ||
8951 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
8952 // DX and IN are long suits for Cephalopods,
8953 // so this shouldn't cause too much hardship
8954 // Presumed that if it's swimmable, they're
8955 // swimming and won't stick
8956 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
8957
8958 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
8959 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
8960 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
8961 u.mod_fatigue( 1 );
8962 }
8963 }
8964 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
8965 int volume = u.is_stealthy() ? 3 : 6;
8966 volume *= u.mutation_value( "noise_modifier" );
8967 if( volume > 0 ) {
8969 volume = 2;
8970 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
8971 volume = 12;
8972 }
8973 if( u.movement_mode_is( CMM_RUN ) ) {
8974 volume *= 1.5;
8975 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8976 volume /= 2;
8977 }
8978 if( u.is_mounted() ) {
8979 auto mons = u.mounted_creature.get();
8980 switch( mons->get_size() ) {
8981 case MS_TINY:
8982 volume = 0; // No sound for the tinies
8983 break;
8984 case MS_SMALL:
8985 volume /= 3;
8986 break;
8987 case MS_MEDIUM:
8988 break;
8989 case MS_LARGE:
8990 volume *= 1.5;
8991 break;
8992 case MS_HUGE:
8993 volume *= 2;
8994 break;
8995 default:
8996 break;
8997 }
8998 if( mons->has_flag( MF_LOUDMOVES ) ) {
8999 volume += 6;
9000 }
9001 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9002 "none", "none" );
9003 } else {
9004 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9005 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9006 }
9008 }
9009
9010 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9011 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9012 "misc", "rattling" );
9013 }
9014 }
9015
9016 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9017 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9018 }
9019
9020 if( dest_loc != u.pos() ) {
9022 }
9023
9024 tripoint oldpos = u.pos();
9025 point submap_shift = place_player( dest_loc );
9026 point ms_shift = sm_to_ms_copy( submap_shift );
9027 oldpos = oldpos - ms_shift;
9028
9029 if( pulling ) {
9030 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9031 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9032 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9033 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9034 m.remove_field( shifted_furn_pos, fd_fire );
9035 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9036 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9037 }
9038
9039 if( u.is_hauling() ) {
9040 start_hauling( oldpos );
9041 }
9042
9044
9045 return true;
9046}
void burn_move_stamina(int moves)
Definition: character.cpp:7079
bool is_stealthy() const
Returns true if the player has stealthy movement.
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3181
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3652
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:883
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6605
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9979
m_size get_size() const override
Get size class of character.
Definition: character.cpp:561
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9652
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8655
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1896
m_size get_size() const override
Definition: monster.cpp:2701
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2499
cata::optional< tripoint > last_target_pos
Definition: player.h:242
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2222
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1633
void do_footstep()
Definition: sounds.cpp:1610

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), Character::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), Character::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2423 of file game.cpp.

2424{
2425 win_screen();
2427 memorial().add(
2428 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2429 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2430 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2431 if( !u.is_dead_state() ) {
2434 }
2435}
void win_screen()
Definition: game.cpp:2437
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), Character::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2437 of file game.cpp.

2438{
2439 // TODO: Move this wall somewhere
2441 std::string msg = _( "You managed to close the portal and end the invasion!" );
2442 msg += '\n';
2443 if( u.is_dead_state() ) {
2445 "Unfortunately, you had to sacrifice your life to achieve this." );
2446 msg += colorize( t, c_red ) + '\n';
2447 memorial().add(
2448 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2449 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2450 } else {
2451 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2452 msg += colorize( t, c_green ) + '\n';
2453 memorial().add(
2454 pgettext( "memorial_male", "Safely closed the portal." ),
2455 pgettext( "memorial_female", "Safely closed the portal." ) );
2456 }
2457 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2458 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2459 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2460 popup( msg );
2461}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.

References _, memorial_logger::add(), c_green, c_red, colorize(), Character::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2760 of file game.cpp.

2761{
2762 const std::string &memorial_dir = PATH_INFO::memorialdir();
2763 const std::string &memorial_active_world_dir = memorial_dir +
2764 world_generator->active_world->world_name + "/";
2765
2766 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2767 if( !assure_dir_exist( memorial_dir ) ) {
2768 debugmsg( "Could not make '%s' directory", memorial_dir );
2769 return;
2770 }
2771
2772 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2773 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2774 return;
2775 }
2776
2777 std::string path = memorial_active_world_dir + filename + ".txt";
2778
2779 write_to_file( path, [&]( std::ostream & fout ) {
2780 memorial().write( fout, sLastWords );
2781 }, _( "player memorial" ) );
2782}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:230

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6061 of file game.cpp.

6062{
6063 const tripoint stored_view_offset = u.view_offset;
6064
6066
6067 const int zone_ui_height = 12;
6068 const int zone_options_height = 7;
6069
6070 const int width = 45;
6071
6072 int offsetX = 0;
6073 int max_rows = 0;
6074
6075 catacurses::window w_zones;
6076 catacurses::window w_zones_border;
6077 catacurses::window w_zones_info;
6078 catacurses::window w_zones_info_border;
6079 catacurses::window w_zones_options;
6080
6081 bool show = true;
6082
6083 ui_adaptor ui;
6084 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6085 if( !show ) {
6086 ui.position( point_zero, point_zero );
6087 return;
6088 }
6089 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6090 TERMX - width : 0;
6091 const int w_zone_height = TERMY - zone_ui_height;
6092 max_rows = w_zone_height - 2;
6093 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6094 point( offsetX + 1, 1 ) );
6095 w_zones_border = catacurses::newwin( w_zone_height, width,
6096 point( offsetX, 0 ) );
6097 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6098 width - 2, point( offsetX + 1, w_zone_height ) );
6099 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6100 point( offsetX, w_zone_height ) );
6101 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6102 point( offsetX + 1, TERMY - zone_options_height ) );
6103
6104 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6105 } );
6106 ui.mark_resize();
6107
6108 std::string action;
6109 input_context ctxt( "ZONES_MANAGER" );
6110 ctxt.register_cardinal();
6111 ctxt.register_action( "CONFIRM" );
6112 ctxt.register_action( "QUIT" );
6113 ctxt.register_action( "ADD_ZONE" );
6114 ctxt.register_action( "REMOVE_ZONE" );
6115 ctxt.register_action( "MOVE_ZONE_UP" );
6116 ctxt.register_action( "MOVE_ZONE_DOWN" );
6117 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6118 ctxt.register_action( "ENABLE_ZONE" );
6119 ctxt.register_action( "DISABLE_ZONE" );
6120 ctxt.register_action( "SHOW_ALL_ZONES" );
6121 ctxt.register_action( "HELP_KEYBINDINGS" );
6122
6123 auto &mgr = zone_manager::get_manager();
6124 int start_index = 0;
6125 int active_index = 0;
6126 bool blink = false;
6127 bool stuff_changed = false;
6128 bool show_all_zones = false;
6129 int zone_cnt = 0;
6130
6131 // get zones on the same z-level, with distance between player and
6132 // zone center point <= 50 or all zones, if show_all_zones is true
6133 auto get_zones = [&]() {
6134 std::vector<zone_manager::ref_zone_data> zones;
6135 if( show_all_zones ) {
6136 zones = mgr.get_zones();
6137 } else {
6138 const tripoint &u_abs_pos = m.getabs( u.pos() );
6139 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6140 const tripoint &zone_abs_pos = ref.get().get_center_point();
6141 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6142 zones.emplace_back( ref );
6143 }
6144 }
6145 }
6146 zone_cnt = static_cast<int>( zones.size() );
6147 return zones;
6148 };
6149
6150 auto zones = get_zones();
6151
6152 auto zones_manager_options = [&]() {
6153 werase( w_zones_options );
6154
6155 if( zone_cnt > 0 ) {
6156 const auto &zone = zones[active_index].get();
6157
6158 if( zone.has_options() ) {
6159 const auto &descriptions = zone.get_options().get_descriptions();
6160
6161 // NOLINTNEXTLINE(cata-use-named-point-constants)
6162 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6163
6164 int y = 1;
6165 for( const auto &desc : descriptions ) {
6166 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6167 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6168 y++;
6169 }
6170 }
6171 }
6172
6173 wnoutrefresh( w_zones_options );
6174 };
6175
6176 cata::optional<tripoint> zone_start;
6177 cata::optional<tripoint> zone_end;
6178 bool zone_blink = false;
6179 bool zone_cursor = false;
6181 zone_start, zone_end, zone_blink, zone_cursor );
6182 add_draw_callback( zone_cb );
6183
6184 auto query_position =
6185 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6186 on_out_of_scope invalidate_current_ui( [&]()
6187 {
6188 ui.mark_resize();
6189 } );
6190 restore_on_out_of_scope<bool> show_prev( show );
6191 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6192 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6193 show = false;
6194 zone_start = cata::nullopt;
6195 zone_end = cata::nullopt;
6196 ui.mark_resize();
6197
6199 popup.on_top( true );
6200 popup.message( "%s", _( "Select first point." ) );
6201
6203
6204 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6205 false );
6206 if( first.position )
6207 {
6208 popup.message( "%s", _( "Select second point." ) );
6209
6210 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6211 true, true, false );
6212 if( second.position ) {
6213 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6214 second.position->x ),
6215 std::min( first.position->y, second.position->y ),
6216 std::min( first.position->z,
6217 second.position->z ) ) );
6218 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6219 second.position->x ),
6220 std::max( first.position->y, second.position->y ),
6221 std::max( first.position->z,
6222 second.position->z ) ) );
6223 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6224 }
6225 }
6226
6227 return cata::nullopt;
6228 };
6229
6230 ui.on_redraw( [&]( const ui_adaptor & ) {
6231 if( !show ) {
6232 return;
6233 }
6234 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6235 zones_manager_shortcuts( w_zones_info );
6236
6237 if( zone_cnt == 0 ) {
6238 werase( w_zones );
6239 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6240
6241 } else {
6242 werase( w_zones );
6243
6244 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6245
6246 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6247 wnoutrefresh( w_zones_border );
6248
6249 int iNum = 0;
6250
6251 tripoint player_absolute_pos = m.getabs( u.pos() );
6252
6253 //Display saved zones
6254 for( auto &i : zones ) {
6255 if( iNum >= start_index &&
6256 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6257 const auto &zone = i.get();
6258
6259 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6260
6261 if( iNum == active_index ) {
6262 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6263 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6264 }
6265
6266 //Draw Zone name
6267 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6268 trim_by_length( zone.get_name(), 15 ) );
6269
6270 //Draw Type name
6271 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6272 mgr.get_name_from_type( zone.get_type() ) );
6273
6274 tripoint center = zone.get_center_point();
6275
6276 //Draw direction + distance
6277 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6278 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6279 direction_name_short( direction_from( player_absolute_pos,
6280 center ) ) );
6281
6282 //Draw Vehicle Indicator
6283 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6284 zone.get_is_vehicle() ? "*" : "" );
6285 }
6286 iNum++;
6287 }
6288
6289 // Display zone options
6290 zones_manager_options();
6291 }
6292
6293 wnoutrefresh( w_zones );
6294 } );
6295
6296 zones_manager_open = true;
6297 do {
6298 if( action == "ADD_ZONE" ) {
6299 do { // not a loop, just for quick bailing out if canceled
6300 const auto maybe_id = mgr.query_type();
6301 if( !maybe_id.has_value() ) {
6302 break;
6303 }
6304
6305 const zone_type_id &id = maybe_id.value();
6306 auto options = zone_options::create( id );
6307
6308 if( !options->query_at_creation() ) {
6309 break;
6310 }
6311
6312 auto default_name = options->get_zone_name_suggestion();
6313 if( default_name.empty() ) {
6314 default_name = mgr.get_name_from_type( id );
6315 }
6316 const auto maybe_name = mgr.query_name( default_name );
6317 if( !maybe_name.has_value() ) {
6318 break;
6319 }
6320 const std::string &name = maybe_name.value();
6321
6322 const auto position = query_position();
6323 if( !position ) {
6324 break;
6325 }
6326
6327 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6328 position->second, options );
6329
6330 zones = get_zones();
6331 active_index = zone_cnt - 1;
6332
6333 stuff_changed = true;
6334 } while( false );
6335
6336 blink = false;
6337 } else if( action == "SHOW_ALL_ZONES" ) {
6338 show_all_zones = !show_all_zones;
6339 zones = get_zones();
6340 active_index = 0;
6341 } else if( zone_cnt > 0 ) {
6342 if( action == "UP" ) {
6343 active_index--;
6344 if( active_index < 0 ) {
6345 active_index = zone_cnt - 1;
6346 }
6347 blink = false;
6348 } else if( action == "DOWN" ) {
6349 active_index++;
6350 if( active_index >= zone_cnt ) {
6351 active_index = 0;
6352 }
6353 blink = false;
6354 } else if( action == "REMOVE_ZONE" ) {
6355 if( active_index < zone_cnt ) {
6356 mgr.remove( zones[active_index] );
6357 zones = get_zones();
6358 active_index--;
6359
6360 if( active_index < 0 ) {
6361 active_index = 0;
6362 }
6363 }
6364 blink = false;
6365 stuff_changed = true;
6366
6367 } else if( action == "CONFIRM" ) {
6368 auto &zone = zones[active_index].get();
6369
6370 uilist as_m;
6371 as_m.text = _( "What do you want to change:" );
6372 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6373 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6374 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6375 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6376 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6377 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6378 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6379 as_m.query();
6380
6381 switch( as_m.ret ) {
6382 case 1:
6383 if( zone.set_name() ) {
6384 stuff_changed = true;
6385 }
6386 break;
6387 case 2:
6388 if( zone.set_type() ) {
6389 stuff_changed = true;
6390 }
6391 break;
6392 case 3:
6393 if( zone.get_options().query() ) {
6394 stuff_changed = true;
6395 }
6396 break;
6397 case 4: {
6398 const auto pos = query_position();
6399 if( pos && ( pos->first != zone.get_start_point() ||
6400 pos->second != zone.get_end_point() ) ) {
6401 zone.set_position( *pos );
6402 stuff_changed = true;
6403 }
6404 break;
6405 }
6406 case 5: {
6407 on_out_of_scope invalidate_current_ui( [&]() {
6408 ui.mark_resize();
6409 } );
6410 restore_on_out_of_scope<bool> show_prev( show );
6411 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6412 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6413 show = false;
6414 zone_start = cata::nullopt;
6415 zone_end = cata::nullopt;
6416 ui.mark_resize();
6417 static_popup message_pop;
6418 message_pop.on_top( true );
6419 message_pop.message( "%s", _( "Moving zone." ) );
6420 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6421 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6422 // local position of the zone center, used to calculate the u.view_offset,
6423 // could center the screen to the position it represents
6424 auto view_center = m.getlocal( zone.get_center_point() );
6425 const look_around_result result_local = look_around( false, view_center,
6426 zone_local_start_point, false, false,
6427 false, true, zone_local_end_point );
6428 if( result_local.position ) {
6429 const auto new_start_point = m.getabs( *result_local.position );
6430 if( new_start_point == zone.get_start_point() ) {
6431 break; // Nothing changed, don't save
6432 }
6433
6434 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6435 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6436 stuff_changed = true;
6437 }
6438 }
6439 break;
6440 default:
6441 break;
6442 }
6443
6444 blink = false;
6445 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6446 if( active_index < zone_cnt - 1 ) {
6447 mgr.swap( zones[active_index], zones[active_index + 1] );
6448 zones = get_zones();
6449 active_index++;
6450 }
6451 blink = false;
6452 stuff_changed = true;
6453
6454 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6455 if( active_index > 0 ) {
6456 mgr.swap( zones[active_index], zones[active_index - 1] );
6457 zones = get_zones();
6458 active_index--;
6459 }
6460 blink = false;
6461 stuff_changed = true;
6462
6463 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6464 //show zone position on overmap;
6465 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6466 // TODO: fix point types
6467 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6468
6469 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6470 } else if( action == "ENABLE_ZONE" ) {
6471 zones[active_index].get().set_enabled( true );
6472
6473 stuff_changed = true;
6474
6475 } else if( action == "DISABLE_ZONE" ) {
6476 zones[active_index].get().set_enabled( false );
6477
6478 stuff_changed = true;
6479 }
6480 }
6481
6482 if( zone_cnt > 0 ) {
6483 blink = !blink;
6484 const auto &zone = zones[active_index].get();
6485 zone_start = m.getlocal( zone.get_start_point() );
6486 zone_end = m.getlocal( zone.get_end_point() );
6487 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6488 } else {
6489 blink = false;
6490 zone_start = zone_end = cata::nullopt;
6491 ctxt.reset_timeout();
6492 }
6493
6494 // Actually accessed from the terrain overlay callback `zone_cb` in the
6495 // call to `ui_manager::redraw`.
6496 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6497 zone_blink = blink;
6499
6501
6502 //Wait for input
6503 action = ctxt.handle_input();
6504 } while( action != "QUIT" );
6505 zones_manager_open = false;
6506 ctxt.reset_timeout();
6507 zone_cb = nullptr;
6508
6509 if( stuff_changed ) {
6510 auto &zones = zone_manager::get_manager();
6511 if( query_yn( _( "Save changes?" ) ) ) {
6512 zones.save_zones();
6513 } else {
6514 zones.load_zones();
6515 }
6516
6517 zones.cache_data();
6518 }
6519
6520 u.view_offset = stored_view_offset;
6521}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:342
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:186
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:5996
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6019
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7023 of file game.cpp.

7024{
7025#if defined(TILES)
7026 if( tileset_zoom == 64 ) {
7027 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7028 } else {
7030 }
7031 rescale_tileset( tileset_zoom );
7032#endif
7033}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7011 of file game.cpp.

7012{
7013#if defined(TILES)
7014 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7016 } else {
7017 tileset_zoom = 64;
7018 }
7019 rescale_tileset( tileset_zoom );
7020#endif
7021}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 334 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 104 of file avatar.cpp.

105{
106 return g->u;
107}

Referenced by butcher_submenu(), and get_player_base_save_path().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12022 of file game.cpp.

12023{
12024 return *g->grid_tracker_ptr;
12025}

◆ get_map

map & get_map ( )
friend

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 393 of file character.cpp.

394{
395 return g->u;
396}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 333 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 955 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1018 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1035 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1049 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 999 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1000 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1012 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 919 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1010 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 225 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 997 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 953 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1051 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 959 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 224 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 956 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1068 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1070 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1069 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1041 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1042 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1032 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1031 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 950 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 949 of file game.h.

◆ m

map& game::m

Definition at line 963 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), chat(), check_near_zone(), check_zone(), control_vehicle(), delete_cyborg_item(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 947 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 957 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 984 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1040 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 980 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1038 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1036 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1047 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1019 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1045 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1044 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1015 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1034 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen = nullptr

Definition at line 982 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 965 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 951 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1063 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1030 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1014 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 958 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 954 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 986 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1060 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 952 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 966 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 975 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1021 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 964 of file game.h.

Referenced by add_artifact_dreams(), add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), death_screen(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), toggle_gate(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 948 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1025 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 978 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1057 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 990 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1028 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 989 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 988 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1027 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1076 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1017 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 960 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1053 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: